Ability Boost (Lesser)
 Transmutation [Buff, Shaman]
Level: Divine 2, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes
 
The affected creature gains a +4 enhancement bonus to one stat which adds the usual benefits. Extra HPs go away when Con drops back to normal. They are not lost first as temporary hit points are.
Heighten Effect: 5 Range: close (25 ft. + 5 ft./2 levels) Target:s one creature/level, no two of which can be more than 30 ft. apart
ABSORPTION
Abjuration
Level: Arcane 9 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/level
Spells and spell-like effects that target you are absorbed; their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed.
Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed) it is not absorbed.
You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.
ABYSSAL ARMY
Conjuration (Summoning) [Chaotic, Taint]
Level: Divine 9, Arcane 9 (Complex Uncommon)
Components: V, S
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you. When the spell is complete, 2d4 dretches (MM 42) appear. Ten minutes later, 1d4 babau demons (MM 40) appear. Ten minutes after that, one vrock demon (MM 48) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, you can give them one command for the duration of the spell, each group can be commanded to do different things (Attack A, Defend B, go to location C.) The demons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.
ACCELERATED MOVEMENT
Transmutation
Level: Divine 1, Arcane 1 (Simple Common)
Components: S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

While this spell is in effect, you can move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check. This spell does not affect the penalty for using these skills while running or charging.
Material Component: A dead cockroach.
Heighten Effect: Level: 2 Can run or charge without taking penalty.
Acid Arrow
 Conjuration (Calling) [Acid] 
Level: Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (rhubarb leaf and an adder’s stomach), F (a dart)
Range: long (400 ft. + 40 ft./level)
Effect: one arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: none
Spell Resistance: no
 
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess (to a maximum of 6 additional rounds at 18th level), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Aid
 Enchantment (compulsion) [mind-affecting][Giant]
Level: Divine 2(Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)
 
Aid grants the target a +1 Competence bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). The caster adds +1 bonus for every 5 levels after 5th to a max of +3 at 20th level.
AIMING AT THE TARGET
 Abjuration
Level: Arcane 2 (Simple Uncommon)
Components: S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Concentration, up to 20 minutes; see text

When you cast this spell, you increase your ability to concentrate on a spell you have already cast. You can cast this spell while maintaining concentration on another spell. Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).
AIR BREATHING
Transmutation [Air]
Level: Divine 3, Arcane 3 (Simple Rare)
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. This spell does not make creatures unable to breathe water.
Material Component: A short reed or piece of straw.
Air Walk
 Transmutation [Air]
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)
 
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed but make a Dexterity check DC 10+ MPH to go in the direction he wants. If he fails this he goes in a random direction. 
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
Alarm
Abjuration
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F/DF (a tiny bell and a piece of very fine silver wire)
Range: close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation centred on a point in space
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no
 
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. 
Mental Alarm A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. 
Audible Alarm An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell.
Heighten Effect: 
Level: 2: Duration: 4 hours/level (D) 
Effect: in addition the spell works on creatures travelling through the area on coterminous or coexistent planes (DMG 150), such the Ethereal Plane and the Plane of Shadow.
Focus: A bell made of carved crystal, worth at least 100 gp
Align Weapon
 Transmutation [see text]
Level: Divine 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes(harmless, object)
 
Align weapon makes a weapon good, tainted, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can cast this spell on one natural weapon, such as an unarmed strike .When you make a weapon good, tainted, lawful, or chaotic, align weapon is a good, tainted, lawful, or chaotic spell, respectively.
Heighted Effect: Can affect 1 weapon or natural attack/level.
Alignment Aura
Abjuration [See text]
Level: Divine 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a tiny reliquary worth 500 gp)
Range: 20 ft.
Target:s one creature/level in a 20-ft.-radius burst centred on you
Duration: 1 round/level (D)
Saving Throw: see text
Spell Resistance: yes (harmless)
 
You choose which alignment this will protected against, this becomes the Type it protects agains.
A brilliant radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by  Type creatures, and causing  tainted creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from Alignment, this benefit applies against all attacks, not just against attacks by Type creatures.
Second, each warded creature gains spell resistance 25 against Type spells and spells cast by Type creatures.
Third, the abjuration blocks possession and mental influence, just as protection from Alignment does.
Finally, if a Type creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against aura’s save DC). This spell is the opposite of the Type chosen (So if you choose Lawful, it’s a chaotic spell)
Alignment Blight
 Evocation [see text]
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration: instantaneous (1d4 rounds); see text
Saving Throw: Will partial
Spell Resistance: yes

You call up power to smite your enemies of a chosen alignment. The power takes the form of a cloying miasma of greasy darkness(evil) or light(good).
Chosen alignment to target: good(less than 7 taint), neutral (8-13 taint), evil(14+) those creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a creature (or 1d6 per caster level, maximum 10d6, to a outsider of said alignment) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures that are one step away(so good and ½ neutral, or neutral and ½ good/evil ect) , and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save. This spell is the opposite of whatever alignment you choose( If you choose evil, it is a good spell).
Alignment STORM
Conjuration (Calling) [See Text, Water, Holy]
Level: Divine 3 (Complex UnCommon)
Components: V, S, M, DF
Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A driving rain falls around you. You must choose which alignment it harms: Chaos, Law, Neutral or Tainted or non Tainted.  It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages creatures of selected alignments, dealing 2d6 points of damage per round (outsiders of said alignment take double damage). In addition, each round, a gout of acid strikes a randomly selected outsider within the spell’s area, dealing 5d6 points of acid damage. After the spell’s duration expires, the water disappears.
Material Component: A flask of same alignment water (see the Alignment water spell, below).
Alignment WATER
Transmutation [See text, Holy]
Level: Divine 1 (Complex Common)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates(object)
Spell Resistance: Yes(object)

This transmutation imbues a flask (1 pint) of water with the order of Law, Chaos, Holy or Unholy power, turning it into alignment water. This water damages opposite alignment outsiders the way holy water damages undead and evil outsiders. A flask of water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pout the water out onto the target. Thus, a character can douse an incorporeal creature with alignment water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of alignment water deals 2d4 points of damage to a outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. This spell can use to make Holy Water. Whatever alignment the water is imbued with makes this spell same type.
Material Component: 5 pounds of powdered iron and silver (worth 25 gp).

ALLEGRO
Transmutation [Song]
Level: Arcane 3 (Exotic Common)
Components: V, S, M
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius burst centred on you
Duration: 2 rounds/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Each creature within the spell’s area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature’s land speed. Affected creatures retain these effects for the duration of the spell, even if they leave the original area.
Material Component: A tail feather from a bird of prey.
Alter Self
 Transmutation (polymorph)
Level: Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 10 min/level (D)
 
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: swim 30 feet, darkvision 60 feet, low-light vision, and scent. The subject may choose to resume its normal form as a full-round action; doing so ends the spell

Diminished Effect:s: Can change into same size creature as caster.
Heightened Effect:s:
Level: 3: You can also change into Small or Medium Animal (with same list of abilities open). You do not Natural Absorption of natural armour.  You can change into Large or Tiny humanoid.

Level: 4: Can change into Tiny or Large animal and add these of available powers: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Level: 5: Can change into Tiny or Large humanoid and gain any powers from Level 4 list. Can change into Diminutive or Huge animal or Medium or Small magical beast and gain any of the following if form has: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Can change into Small or Medium Plant gain any of the following if form has it: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.

Level: 6: Can change into Large creature of the plant type. If the creature has resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Can change into Tiny or Large magical beast: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Level: 7:  Can change into Huge creature of the plant type. Add these powers to list Plant list: DR, regeneration 5, and trample. Can change into Large humanoid creature of the giant subtype. If has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Level: 8: Can change into Huge creature of the giant type. If has any of the following abilities, you gain the listed ability: swim 60 feet, rend (2d8 damage), rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.

Level: 9: Can use form of the dragon or Elemental Body as well as any other from lower levels. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.

Here are the bonuses you get when changing into various creatures:
Tiny creature: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 passive bonus.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 enhancement bonus to your Dexterity. 
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 enhancement bonus to your Strength.
Large creature: If the form you take is that of a Large humanoid, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity,
Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 passive bonus.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 passive armour bonus.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 passive armour bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 passive armour bonus.
Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 passive armour bonus.
Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 passive armour bonus.
Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 passive armour bonus.
Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 passive armour bonus.
Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 passive armour bonus. 
Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 passive armour bonus.
Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 passive armour bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 passive armour bonus.
Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 passive armour bonus.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 passive armour bonus.
Large Giant type: a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, a +4 passive bonus, and low-light armour vision.
Hug Giant Type: a +8 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 passive armour bonus, low-light vision, and a +10 foot enhancement bonus to your speed.

AMANUENSIS
Transmutation
Level: Divine 0, Arcane 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with writing
Duration: Concentration up to 1 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigils). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.
The spell triggers (but does not copy) writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary.
If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
AMORPHOUS FORM
Transmutation
Level: Arcane 3 (Complex Rare)
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject and all its gear become amorphous and ooze like. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to one of following: poison, polymorphing, and stunning, and every 3 levels after 5th (8th, 11th) can add another immunity. The caster cant cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject’s armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class, as do armor bonuses from force effects (for example, from the mage armor spell). While amorphous, the subject can’t attack or cast spells that require verbal, somatic, material, or focus components.  (This limitation does not rule out the casting of any spells that the subject might have prepared using the metamagic feats Eschew Materials, Silent Spell, and Still Spell.)
The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those noted above, cease functioning as long as it remains amorphous.
Material Component: A pinch of gelatin.
AMPLIFY
Transmutation [Sonic, Song]
Level: Arcane 1 (Exotic Common)
Components: S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius emanation centred on a creature, objects, or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text

You cause an amplification of all sounds within the spell’s area. This decreases the DC to hear those sounds by 20. Those creatures within the spell’s area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume.
The spell can be centred 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 apply spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Amplify counters and dispels silence, and is also countered and dispelled by silence.
ANGER OF THE NOONDAY SUN
Evocation [Light] [Nature]
Level: Divine 6 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: 20 feet
Area: All sighted creatures within a 20-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level. An undead creature caught within the spell’s area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.
Animal Messenger
 Enchantment (compulsion) [mind-affecting, Shaman]
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a morsel of food the animal likes)
Range: close (25 ft. + 5 ft./2 levels)
Target: one Tiny animal
Duration: 1 day/level
Saving Throw: none; see text
Spell Resistance: yes
 
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example).
Animal Shapes
 Transmutation (polymorph) [Nature, Shaman]
Level: Divine 8 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to one willing creature per level, all within 30 ft. of each other.
Duration: 1 hour/level (D)
Saving Throw: none, see text
Spell Resistance: yes (harmless)
 
As polymorph except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.
Animal Trance
 Enchantment (compulsion)[Nature] [mind-affecting, sonic]
Level: Divine 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s animals or magical beasts with Intelligence 1 or 2
Duration: concentration
Saving Throw: Will negates; see text
Spell Resistance: yes
Your swaying motions and music (or singing, or chanting) compels animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate.  You can add 1d6 HD every 3 levels to a max of 6d6 HD. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
Animate Element
Transmutation [Fire, Water, Nature, Plant]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Small fire 
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You animate 4 cubic feet of Fire, Water, or Wood. The animated element has the statistics of a Small elemental (MM  8) for Fire and Water, or a small animated object for wood. It attacks as you direct and cannot move beyond the range of the spell  (25 ft. + 5 ft./2 levels).
Animate Objects
 Transmutation [Song]
Level: Divine 6 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target:s one Small object per caster level; see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot affect objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.
Animate Plants
 Transmutation [Plant]
Level: Divine 7 (Exotic Common)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target:s one Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: none
Spell Resistance: no
 
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually doesn’t have hardness. 
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Animate Rope
 Transmutation[Song]
Level Arcane 1(Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one rope like object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

You can animate a nonliving rope like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth).
You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope. The spell cannot affect objects carried or worn by a creature. 
ANIMATE SNOW
Transmutation [Cold, Nature]
Level: Divine 6 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: Cube of snow up to 20 ft. On a side
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cause snow in the area to become 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (MM 14). The animated snow attacks as directed by your vocal commands. 
Animated snow does not have a hardness score. It possesses improved speed as if it had legs, granting it a speed of 30 feet, as well as the blind special ability (MM 13). In addition, each animated snow object has the cold subtype and deals an extra 1d6 points of cold damage on a successful hit. Animated snow objects take 1d6 points of damage per round in a place where the temperature is above freezing.
Animate the Dead
Necromancy [Taint, Truename]
Level: 4 (Simple Common)
Casting Time: One minute
Range: Touch
Target:s: The corpse of one creature with fewer Hit Dice than you
Duration: Instantaneous (self-sustaining magic)
Saving Throw: None
Spell Resistance: No

This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse.
Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands.
If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust.
The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can.
You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. 
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
 
This Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
Diminished Effect:s: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.
Heightened Effect:s: 
Level: 6
Effect: can make following: Caster level:
11th or lower 	Ghoul
12th-14th 		Ghast
15th-17th		Mummy
18th or higher	Mohrg

This spell must be cast at night. The body you use must have equal HD or had equal level when alive to the undead you are about to create. 
Material Component: You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
Level: 8
Effect: Can make following: Caster level:
5th or lower Shadow
16th-17th Wraith
18th-19th Spectre
20th or higher Devourer
Same requirements as level 6.
ANTICIPATE TELEPORTATION	
 Abjuration
Level: Arcane 3 (Complex Rare)
Components: V, S, F
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.
Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of its imminent arrival.
The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their destination is within the area, the spell will affect their re-entry as normal.
Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by the spell’s recipient while the spell is in effect.
Heighten Effect:
Level: 6
Effect: identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds. Material x2 gp hourglass.
ANTICOLD SPHERE
 Abjuration [Cold, Nature]
Level: Divine 5, Arcane 5 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centred on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

All creatures within the area of the spell gain resistance 100 to cold damage. In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast. Note: Forcing an Abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
ANTIDRAGON AURA
 Abjuration
Level: Divine 3, Arcane 3 (Complex Rare)
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/ 2 levels, no two of which are more than 30 ft. apart
Duration: 10 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All subjects gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th).
Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).
Antilife Shell
Abjuration [Plant]
Level: Divine 6 (Complex Common)
Components: V, S, DF
Casting Time: 1 round
Range: 10 ft.
Area 10-ft.-radius emanation, centred on you
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: yes
 
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, Fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing anAbjuration barrier against creatures that the spell keeps at bay collapses the barrier.
 
Diminished Effect:s: Can hedge out plant creatures or animated plants
Heightened Effect:s: Can stop non living creatures as well.
Antimagic Field
Abjuration
Level: Divine 8 (Complex Common), Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of powdered iron or iron filings)
Range: 10 ft.
Area 10-ft.-radius emanation, centred on you
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: see text

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the Conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous Conjurations are not affected by an antimagic field because the Conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Heighten Effect: Ray attack Duration: 1 round/level Material: 100 gp of ruby dust.
Effect: You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field if it fails its Will save. . If it passes save, acts like a targeted Greater Dispel Magic. The subject can’t cast spells or use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. 
Antipathy
Abjuration [Enemy Bane, Psionic ] 
Level: Divine 9, Arcane 8 (Simple Common)
Casting Time: 1 hour
Components: V, S, M/DF (a lump of alum soaked in vinegar)
Range: close (25 ft. + 5 ft./2 levels)
Target: one location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Fort partial
Spell Resistance: yes

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment are forced to leave the area or to avoid the affected item.
A force forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels fights  doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
AnySpell
Transmutation
Level: Spell 3 
Components: V, S, DF(and possibly M, F, and XP)
Casting Time: 15 minutes
Range: Personal
Target: You
Du ration: Instantaneous

Anyspell allows you to read and prepare any Simple arcane spell of up to 2nd level. You must have an arcane magical writing (a scroll or spellbook) on hand to cast anyspell. During the spell’s 15-minute casting time, you can scan the spells available and choose one to read and prepare.
Once you choose and prepare an arcane spell, you have it readied for 24 hours. The prepared spell occupies a 3rd-level spell slot. If you read the spell from a spellbook, the book is unharmed, but reading a spell from a scroll erases the spell from the scroll.
When you cast the arcane spell, it works just as though cast by a wizard of your cleric level except that your Wisdom score sets the save DC (if applicable). You must have a Wisdom of at least 10 + the arcane spell’s level to prepare and cast it. Your holy symbol substitutes for any non costly material component. If the spell has a costly material component (one to which a gold piece value is assigned), you must provide it. If the spell has another focus, you must provide the focus. If the spell has an XP component, you must pay the experience point cost.
Heighten Effect:s:
Level: 6: can read and prepare any Simple spell up to 5th level
Arcane Sight
Divination
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level (D)
 
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell like ability the creature currently has available for use. As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts. Arcane sight can be made permanent with a permanency spell.
Heighten Effect:
Level: 7
Effect: You automatically know which spells or magical effects are active upon any individual or object you see. 
ARC OF LIGHTNING
Conjuration (Call) [Lightning][Nature]
Level: Divine 4, Arcane 5, Windstorm 5 (Complex Rare)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This bolt deals 1d6 points of Lightning damage per caster level (maximum 10d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this line. 
Material Component: Two small iron rods.
Arcane Eye
 Divination (scrying)
Level: Arcane 4 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M (a bit of bat fur)
Range: unlimited
Effect: magical sensor
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no
 
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye  travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
Arcane Lock
Abjuration
Level: Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (gold dust worth 25 gp)
Range: touch
Target: door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: permanent
Saving Throw: none
Spell Resistance: no
 
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.
ARMOR OF DARKNESS
 Abjuration [Darkness]
Level: Darkness 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at 10th level, +6 at 13th, +7 at 16th, to a maximum of +8 at 19th level). The subject can see through the armor as if it did not exist and is also afforded darkvision out to 60 feet. The subject gains a +2 saving throw bonus against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
ARROW MIND
Divination [Ranger]
Level: Divine 1, Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level (D)

While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a longbow or short bow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. 
Heightened Effect: In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square. 
Material Component: A flint arrowhead.
ARROW OF BONE
Necromancy [Death]
Level: Arcane 7 (Complex Uncommon)
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One projectile or thrown weapon touched
Duration: 1 hour/level or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or take 3d6 + ½ CL in con damage. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
Material Component: A tiny sliver of bone and an oil of magic weapon (50 gp).
ARROW STORM
Transmutation [Ranger]
Level: Divine 3 (Exotic Uncommon)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon’s range increment. You can attack a maximum number of individual targets equal to your character level. If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.
ASSAY RESISTANCE
Divination
Level: Divine 4, Arcane 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

This spell gives you a +10 bonus on caster level checks to overcome the spell resistance of a specific creature. Assay resistance is effective against only one specific creature per casting, and you must be able to see the creature when you cast the spell.
ASTRAL HOSPICE
Conjuration (Teleportation)
Level: Divine 4 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 24 hours/level
Saving Throw: None
Spell Resistance: No

This spell can be cast only upon the Astral Plane (DMG 154). It opens up a small planar portal to a demiplane where natural healing can occur (unlike on the Astral Plane itself). The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane’s traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began. The demiplane has no unusual planar traits. The only way in or out of the demiplane is through the entrance created by you, and only those named or described by you upon the casting of the spell can enter. The portal continues to exist and remains visible on the Astral Plane only while the hospice demiplane exists. When you leave the demiplane, the portal seals shut and vanishes. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice’s entrance. 
Material Component: A single flawless gemstone of at least 250 gp value.
Astral Projection
 Necromancy [Psionic]
Level: Divine 9, Arcane 9 (Simple Common)
Casting Time: 30 minutes
Components: V, S, M (1,000 gp jacinth)
Range: touch
Target:s you plus one additional willing creature touched per two caster levels
Duration: see text
Saving Throw: none
Spell Resistance: yes

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travellers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically.
Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply stay behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
Atonement
Abjuration
Level: Divine 5 (Simple Common)
Casting Time: 1 hour
Components: V, S, M (burning incense), F (a set of prayer beads (or other prayer device) worth at least 500 gp), DF 
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the tainted act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings).
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class: A paladin who has lost her class features due to committing a tainted act may have her paladinhood restored to her by this spell.
Restore Spell Powers: A cleric who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for his god’s intercession.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. Though the spell description refers to tainted acts, atonement can also be used on any creature that has performed acts against its alignment.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
AUGMENT FAMILIAR
Transmutation
Level: Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: Concentration + 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless) 

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.
AUGMENT TRUEFRIEND
Transmutation [Truename]
Level: Divine 2, Arcane 2 (Complex Rare)
Components: V, S, T
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. All the usual benefits to better modifiers apply: attack rolls, melee damage rolls, hit points, and so on.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re augmenting.
Augury
 Divination
Level: Divine 2 (Complex Common)
Casting Time: 1 minute
Components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
Range: personal
Target: you
Duration: instantaneous
 
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results
–Weal (if the action will probably bring good results).
–Woe (for bad results).
–Weal and woe (for both).
–Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.   
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
 AURA AGAINST FLAME
 Abjuration  [Fire]
Level: Divine 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You create an aura of blue mist that protects you against fire, absorbing the first 10 points of fire damage as a resist energy (fire) spell.  In addition to the resist energy (fire) effect, the spell can be used to snuff out fires. Any nonmagical flame that the aura contacts are immediately extinguished if the flame’s maximum damage is 10 or fewer points per round. This means that torches, small fires, and hurled alchemist’s fire are snuffed out and cause no damage if used against you or if you touch them. You can use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire ) and attempt to dispel it as if using a dispel magic spell against it (use the caster level of aura  against flame for the caster level check). If you succeed, you take no damage from the touch and the magical fire and aura both vanish. If you fail, you take damage from the magical fire source normally (reduced by your aura against flame), and both spells remain.
With a readied action, you can use the aura as a dispel magic effect to counterspell a magical fire attack against you. If successful, the spell is counter spelled and the aura disappears. If you fail the dispel check, or if the attack is not a fire attack, the aura remains.
Heightened Effect:
Level: 3
Effect: Protects against 15 points of fire damage and can use dispel effect once without ending the spell.
Level: 5 Components: V, S, M, DF Range: 10 ft. Area: 10-ft.-radius emanation centred on you Duration: 10 minute/level
Effect: You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead.) Creatures within the spell’s area that already have evasion or improved evasion get a +4 bonus on Reflex saving throws against breath weapons. 
Material Component: Powdered emerald worth 500 gp.
AURA OF Allies
Enchantment [Blessed, Holy, Buff]
Level: Divine 2 (Exotic Uncommon)
Components: V, DF
Casting Time: 1 swift action
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You channel divine power into yourself, spreading glory to your comrades. This spell removes any fear effect from all allies within your aura of courage.
Heighten Effect:s:
Level: 4 Components: S, DF CT: 1 standard action Range: 100 ft. Area: 100-ft.-radius emanation centred on you Duration: 10 mins/level (D)
Effect: You can mentally communicate with all allies within range, though this is one-way communication. Anything you choose to send is received by all creatures you perceive as allies within the emanation (you cannot send thoughts only to certain allies), and they all understand you regardless of language.

Level: 6 Duration: 1 minute + 1 round/level CT: 1 standard action
Effect: Any ally that goes below 0 HP while this spell is in effect does not believe they are mortally wounded and fights on until hps are -10 or lower. Can fight like this for 1 round every 5 levels of caster and can only be affected once per casting.

Level: 7 Components: V, S CT: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target:s: One creature/3 levels in 30 feet of each other. Duration: 1 round/level
Effect: All subjects receive a +4 morale bonus to Strength, Dexterity, and Constitution.
AVOID PLANAR EFFECTS
 Abjuration
Level: Divine 2, Arcane 3 (Simple Uncommon)
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Target:s: One creature/level in a 20-ft.-radius burst centred on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150).
Avoid planar effects provides protection from the 3d10 points of fire  damage that characters normally take when on a plane with the fire –dominant trait. Avoid planar effects allows a character to breathe water on a water dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects.
In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.
Heightened Effect: Target: One creature/3 levels Duration: 24 hours
AWAKEN SIN
Enchantment (Compulsion) [Fear, Positive, Mind-Affecting] [Subdual]
Level: Divine 3 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One evil creature with Intelligence 3+
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the subject unconscious, it also takes 1d6 points of Wisdom damage.
BABAU SLIME
Transmutation
Level: Abyss 3, Divine 1, Arcane 1 (Complex Rare)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats its skin, armor, and equipment. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning
of its turn.
Material Component: A drop of babau slime.
BACKBITER
Transmutation
Level: Arcane 1 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level or until discharged
Saving Throw: Will negates; see text
Spell Resistance: Yes (object)

You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.
Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher. 
Focus: A dagger.
BACKLASH
Abjuration
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

The first time the target creature attempts to cast a spell or use a spell like ability, the magic of that spell backfires. The spell is expended, and the creature takes 1d6 points of damage per level of the spell being cast. Each time the target tries to cast a spell it backfires, up to 1 spell/level.
BALANCING LORECALL
Divination [Nature]
Level: Arcane 2 (Complex Uncommon)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level (D)

You gain a +4 insight bonus on Balance checks. If you have sufficient ranks in the Balance skill, you can even balance on an otherwise-impossible surface with a DC 20 Balance check. If you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply. If you balance on a vertical surface, you can move up or down as if you were climbing. However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill.
If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn’t support your weight.
For each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5. As with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).
Material Component: A thin, 3-inch-long wooden dowel.
Baleful Polymorph
 Transmutation (polymorph) [Curse]
Level: Arcane 5 (Complex Rare)
Casting Time: 1 standard action
Components: V, S
 Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: permanent
Saving Throw: Fortitude neg, Will partial; 
Spell Resistance: yes
 
As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save each 24 hour time period after the spell takes effect. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving there from (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
 
Diminished Effect:s: Duration: 1/r with no 2nd Will save.
BALEFUL TRANSPOSITION
Conjuration(Teleportation)
Level: Arcane 2 (Exotic Rare)
Components: V
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: Two creatures of up to Large size
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If either creature succeeds on its Will save, the spell is negated.
Heighten Effect: two willing creatures.
BALOR NIMBUS
Transmutation [Fire]
Level: Abyss 4, Divine 2, Arcane 2 (Complex Rare)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

The flames created by this spell do not harm you or any equipment you carry or wear. Each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
Material Component: A pinch of soot.
BANDS OF STEEL
Conjuration(Call)
Level: Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

The victim must succeed on a Reflex save or be immobilized and thus unable to move. If the saving throw succeeds, the victim is only partially trapped by the bands, and is entangled. A creature immobilized by the bands can attempt to escape as a full round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a full round action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13).
Material Component: Three small silver hoops, interlocked.
Heighten Effect: Can affect One Large Creature or 2 Medium.
Bane
 Enchantment (compulsion) [fear, mind-affecting]
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area all enemies within 50 ft.
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: yes

Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. 
BANE OF THE ARCHRIVAL
 Abjuration [Truename, Holy]
Level: Divine 3, Arcane 3 (Complex Uncommon)
Components: V, S, T
Casting Time: 1 standard action
Range: Touch
Area: 20-ft.-radius emanation centred on a point in space
Duration: 2 round/level
Saving Throw: See text
Spell Resistance: No; see text

This spell protects those within its area against a single named foe, doing so in three ways. First, the area is forbidden to the creature. It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on). If it fails its Will save and was endeavouring to use a teleportation spell to enter the area, it is shunted to a random open space on a suitable surface within 10 feet of the protected area. If no free space is available within 10 feet, the spell simply fails. The creature can try to enter the area only once during its turn, but can continue to try on subsequent rounds. Even if the named creature gets inside the barrier, the other aspects of the spell function normally.
Second, all creatures within the area gain a +4 deflection bonus to AC against attacks from the named creature, and a +4 resistance bonus on saving throws required by the named creature’s spell effects and special attacks.
Third, the barrier blocks any attempt to possess or exercise mental control over those within the spell’s area by the named creature, including Enchantment (charm) effects and Enchantment (compulsion) effects that grant ongoing control over the subject. Bane of the archrival suppresses these effects for the duration of the spell or as long as the subject remains within the spell’s area.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re protecting against.
BARGHEST’S FEAST
Necromancy [Taint]
Level: Divine 6, Arcane 7 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Black flames flicker over a corpse, utterly consuming it. You destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest’s feast spell. Check once for each destroyed creature. If the d% roll fails, the creature cannot be brought back to life by mortal magic.
Material Component: A diamond worth 5,000 gp.
Barkskin
Transmutation [Nature, Ranger]
Level: Divine 2 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)
 
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing Passive Defence bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the target’s passive defence bonus, but not with other enhancement bonuses to passive defence. A creature without passive defence has an effective passive defence bonus of +0. 
BATTERING RAM
Evocation [Force]
Level: Arcane 2 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a ramlike force that can strike with considerable power. The force can target a creature or an object. The force deals 1d6 points of damage to the subject. If the subject is a creature, this attack initiates a bull rush (as a Medium creature with Strength 30, for a +10 bonus on the bull rush attempt). If the subject is a movable object, such as a door, you can make a Strength check (with a +10 bonus) to attempt to force open the door.
Focus: A piece of carved ram’s horn.
BATTLE HYMN
Enchantment (Charm) [Mind-Affecting] [Song]
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target:s: All allies within 30 ft.
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell brings forth a stirring martial tune that inspires all creatures within the area who are friendly to you. These creatures can reroll one Will save that they have just made each round for the duration of the spell. The reroll must be made before the DM declares whether the roll results in success or failure, and the result of the second roll must be used, even if it is a lower result. 
BECKON PERSON
Enchantment (Compulsion) [Mind-Affecting][Truename, Song]
Level: Arcane 1 (Complex Uncommon)
Components: V, S, T
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round; see text (D)
Saving Throw: Will negates
Spell Resistance: Yes

This simple Enchantment weaves truenames for “approach” and “closer” into a spell that forces the subject to move closer to you.
If you succeed on the Spellcraft check and the creature fails its saving throw, it must take a move action to move closer to you each round if able. The creature can choose its own path and means of locomotion, but if it can. The creature defends itself normally and can take whatever actions it likes, so long as it moves closer to you every turn. The creature can move toward you faster if it likes. When the creature is adjacent to you, it acts normally unless you move away. If you move away, it must use another move action to move closer to your new location if it can.  The beckon person spell lasts for at least 1 round, but it might last longer if you excel at the Spellcraft check (described below).
Truename Component: When you cast this spell, you must correctly speak the truenames associated with movement and approach. You learn these truenames when you learn this spell. The Spellcraft DC to cast this spell is 15; you add 2 rounds to the duration for every 5 points by which you exceed the DC.
Heighten Effects:
Level 4 Target: One creature
BELKER CLAWS
Transmutation [Air]
Level: Arcane 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a successful touch attack, you deal 2d12 points of slashing damage. For every three caster levels, the smoke that surrounds your hands moves to target and lasts for another round (to a maximum of 4 additional rounds at 12th level), dealing another 2d12 points of damage per round.
Material Component: A small vial of smoke.
Bestow Curse
Necromancy [Curse]
Level: Divine 3, Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes

You place a curse on the subject. Choose one of the following three effects. • –6 decrease to an ability score (minimum 1). • –4 penalty on attack rolls, saves, ability checks, and skill checks. • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse.
Heighten Effects
Level 7D/8A
Effect: Choosing one of the three following effects.
• One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1). • –8 penalty on attack rolls, saving throws, ability checks, and skill checks.
• Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action.
You can also invent your own curse, but it should be no more powerful than those described above, and the Dungeon Master has the final say on the curse’s effect. A miracle or wish spell removes a this curse, as does remove curse cast by a spellcaster of at least 17th level.
Binding
 Enchantment (compulsion) [mind-affecting] [Truename]; 
Level: Arcane 8 (Complex Common)
Casting Time: 1 minute
Components: V, S, M (opals worth 500 gp per HD of the target creature, see below)
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: see text (D)
Saving Throw: Will negates; see text; 
Spell Resistance: yes

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. 
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures that approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.
Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1. Casting this version requires a jar of sand or rose petals.
Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age Reduce the save DC by 4.
You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.
BINDING WINDS
Evocation [Air][Nature]
Level: Windstorm 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: Concentration
Saving Throw: Reflex negates
Spell Resistance: Yes

The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. This spell distracts spellcasters, and so a Concentration check is required to successfully cast any spell (DC equal to this spell’s DC + the level of the spell being cast). Furthermore, no sonic or language dependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged attacks made into or out of the winds take a –2 penalty. Binding winds holds flying creatures in midair. 
BITE OF THE KING
Conjuration
Level: Gluttony 8, Hunger 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One living creature of a size that does not exceed caster’s
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

When you cast this spell, you can send a creature to a pocket “stomach” dimension with a successful melee touch attack. The target you touch must make a successful Fortitude save. If it fails its saving throw, the creature is sent to the stomach dimension. The victim takes
2d8+12 points of bludgeoning damage and 12 points of acid damage per round while in the stomach dimension. The victim can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC 21). A creature that successfully exits appears to cut its way free from thin air, appearing in a space adjacent to you.
Each time you cast this spell, you create a separate temporary stomach dimension.
BLACK BLADE OF DISASTER
Conjuration
Level: Arcane 9 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to 1 round/level
Saving Throw: Fort Partial
Spell Resistance: Yes

You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively). Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action. A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
Black Tentacles
 Evocation
Level: Arcane 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (octopus or squid tentacle)
Range: medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Fort partial Spell Resistance: no
 
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell makes a Fort save. Creatures that enter the area of effect are also automatically attacked and must make a fort save.  If fail save that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first making a fort save to get free as a full round action. All other movement is prohibited until save is made and each round takes 1d6+4 damage. Movement through this area costs double and is considered dangerous terrain so no charging.  A tentacle can be attacked to release someone. They have AC 15 and 1 HP for each level of caster. They are 1 tentacle per level of caster so can only grapple up to that many and can only grapple Large or smaller.
 
BLACKFIRE
Necromancy [Taint]
Level: Arcane 8 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial and Reflex negates; see text
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead. In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself. Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.
The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic fi eld, a successful dispel magic, remove curse, or breakEnchantment snuffs it out.
Material Component: A pinch of dust from a vampire destroyed by sunlight.
Blade Barrier
 Evocation [force]
Level: Divine 6 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 3 rounds/level (D)
Saving Throw: Reflex half or Reflex negates
Spell Resistance: yes
 
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. Those with evasion do not get to use it if walk through barrier. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.   
BLADE OF PAIN AND FEAR
Evocation
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Swordlike column of gnashing teeth
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. You may only make 1 melee touch attack a round while this spell is in effect. A creature that you successfully deal damage to must also make a Will saving throw or become frightened for 1d4 rounds.
BLADES OF FIRE
Conjuration[Fire][Ranger]
Level: Arcane 1 (Exotic Common)
Components: V
Casting Time: 1 swift action
Range: Touch
Target:s: Up to two melee weapons you are wielding
Duration: 1 round
Saving Throw: None
Spell Resistance: No

Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.
BLADEWEAVE
Illusion [Pattern][Song]
Level:  Arcane 2 (Complex Rare)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: See text

Once per round, choose one target that you successfully attacked with a melee weapon. That creature must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect.
BLAST OF FLAME/ICE
Conjuration (Call) [Fire, Cold]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Summoning flames or shards of ice from the inner planes they shoot out to fill the area, dealing 10d6 points of fire or cold damage to any creature in the area that fails its saving throw.
Heighten Effect: You tap into the hottest place on the fire plane and bypasses fire resistance up to 20. If use ice ½ the dmg is blunt. 
Note: Because of the nature of this spell you cannot change the damage type with metamagic feats.
Material Component: A bit of wick soaked in oil.
BLAST OF FORCE
Evocation [Force]
Level: Force 3, Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the spell were a bull rush).
Bless
 Enchantment (compulsion) [mind-affecting, Giant]
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area The caster and all allies in a 50-ft. burst, centred on the caster
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)
 
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.  
Bless Weapon
 Transmutation [Blessed, Holy]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: weapon touched
Duration: 1 min./level
Saving Throw: none
Spell Resistance: no
 
This Transmutation makes a weapon strike true against tainted foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of tainted creatures or striking tainted incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against tainted foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. 
BLESSED AIM
Divination
Level: Divine 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Effect: 50-ft.-radius spread centred on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.
BLESSING OF BAHAMUT
 Abjuration [Blessed, Holy]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You gain damage reduction 5/good for the spell’s duration.
Material Component: A canary feather, which is flung into the air.
Blight
 Necromancy [Nature]
Level: Divine 4, Arcane 5 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Duration: instantaneous
Saving Throw: Fortitude half; see text; 
Spell Resistance: yes

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.
This spell has no effect on the soil or surrounding plant life.
BLINDING SPITTLE
Transmutation [Nature]
Level: Divine 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of spit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You spit caustic saliva into your target’s eyes with a successful ranged touch attack. A –4 penalty applies to the attack roll. The subject is blinded until it can wash its eyes with water or some other rinsing fluid, which requires a standard action.
This spell has no effect on creatures without eyes or creatures that don’t depend on eyes for vision.
Blindness/Deafness
 Necromancy
Level: Divine 3, Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V
Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: 1 minute/lvl (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
 
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
 
Heightened Effect:s: Duration Perm.
 
BLINDSIGHT
Transmutation
Level: Divine 3 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the subject the blindsight ability (MM 306) effective out to 30 feet.
Heighten Effect: Effective out to 60 feet.
Blink
 Transmutation[Song]
Level  Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 round/level (D)
 
You “blink” quickly back and forth between the Material Plane and the Ethereal Plane, and look as though you’re winking in and out of reality at random. Blink has several effects, as follows. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.)  Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. 
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.
You take only half damage from falling, since you fall only while you are material. 
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so travelled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.   An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
 
Force s and Abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. 
BLINK, GREATER
Transmutation
Level: Celerity 8, Arcane 5 (Complex Uncommon)

This spell functions like blink, except that you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet travelled in this manner.
BLISTERING RADIANCE
Evocation [Fire, Light]
Level: Divine 5, Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 50-ft.-radius spread
Duration: 1 round/level
Saving Throw: None and Fortitude partial; see text
Spell Resistance: Yes

All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude half). Like a fireball spell, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage. Blistering radiance counters or dispels any darkness spell of equal or lower level.
Material Component: A bit of tinder and a small lens.
BLOOD TO WATER
Necromancy [Water]
Level: Divine 7 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to five living creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You transmute the subjects’ blood into pure water, dealing 2d6+ ½ CL points of Constitution damage. A successful Fortitude save halves the Constitution damage. This spell has no effect on living creatures with the fire or water subtype.
BLOOD WIND
Evocation [Air, Nature]
Level: Divine 2, Arcane 3 (Exotic Uncommon)
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: A single creature with Intelligence 4 or higher
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can take a full attack action to use all of its natural weapons or unarmed strikes as if they were thrown weapons with a 20-foot range increment. As the wind hits the creature, the damage type changes to air blunt. The subject gestures as if making a melee attack, but the result of the attack affects a target within range. This spell does not actually grant reach, and so does not help provide a flanking bonus or allow the subject to make attacks of opportunity at any range greater than normal. The subject uses its normal melee attack bonuses and deals damage normally if it hits, though the target of the attacks can benefit from cover or concealment.
BLOODHOUND
Divination [Ranger]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours (D)

If you fail a Survival check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to re-establish the trail. If the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.
BLOODSTAR
Conjuration
Level: Arcane 4 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A bloodstar
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You create a magic construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point of Constitution damage. Each time victims are damaged, they can attempt new saves. The bloodstar cannot be attacked or harmed by physical attacks. Focus: A ruby worth at least 30 gp.
Blur
 Illusion (glamer)
Level: Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V
Range: touch
Target: creature touched
Duration: 2 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes 
 
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does .Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own). 
BODAK’S GLARE
Necromancy [Death, Taint]
Level: Abyss 8, Divine 8 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Upon completion of the spell, you target a creature within range that can see you. That creature takes 3d6+ ½ caster level point of Constitution damage and dies instantly if reaches 0. Passing the save means he takes ½ damage. The target need not meet your gaze. If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.
Focus: A black onyx gem worth at least 500 gp.
BODY BLADES
Transmutation
Level: Divine 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You sprout daggerlike blades from all the surfaces of your body and clothing. The blades appear metallic but are not actually metal, and never harm you or interfere with your movement or actions. You are proficient with your blades, and they allow you to deal piercing damage equal to 1d6 + your caster level (maximum 1d6+5) with a successful grapple attack. You can also make a regular melee attack (or offhand attack) with the spikes, and they count as a light weapon in this case. If a creature initiates a grapple with you, it takes the same damage, and you gain a bonus on grapple checks to resist the grapple equal to the damage dealt. You get a +4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.
BODY HARMONIC
Transmutation [Song][Sonic]
Level: Arcane 5 (Exotic Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

As you rub the glass, the targeted creature’s body begins to vibrate loudly and painfully in harmony with the tone. Each round you continue to concentrate on this spell, the victim takes 1d10 points of damage to one ability score. You must select a different ability score each round, and cannot damage any one ability score more than once every 5 rounds. The creature can attempt a Will saving throw each round to negate that round’s effect.
While the subject is under the effect of body harmonic, its body whines and hums discordantly. The victim takes a –20 penalty on Move Silently checks. 
Focus: A crystal water-filled goblet worth at least 500 gp.
BODY OF THE SUN
Transmutation [Fire]
Level: Divine 2, Arcane 2 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 ft.
Area: 5-ft.-radius emanation centred on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
By drawing on the power of the sun, you cause your body to emanate fire.
Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn. 
BOLT OF GLORY
Evocation [Positive]
Level: Divine 6, Glory 6 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level.
Creatures native to the Negative Energy Plane, evil-aligned outsiders, and all undead creatures take 1d12 points of damage per caster level (maximum 15d12).
Creatures native to the Material Plane or an Elemental Plane, or any other neutral-aligned outsiders, take 1d12 points of damage per two caster levels (maximum 7d12). 
Creatures’ native to the Positive Energy Plane and all good-aligned outsiders are not affected by this spell.
BOLTS OF BEDEVILMENT
Enchantment [Mind-Affecting]
Level: Madness 5 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save.
BOMBARDMENT
Conjuration(Call)[Earth, Nature]
Level: Divine 8 (Exotic Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: Cylinder (15-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

You designate the spot on which the cylinder is centreed. Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under 5 feet of rubble. A successful save halves the damage and avoids burial. A buried creature can free itself with a DC 20 Strength check (a full-round action), or it can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A buried creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand. After this spell is cast, its area is covered in 5 feet of dense rubble
Focus: A quartz crystal embedded in rock.
BONEFIDDLE
Necromancy [Sonic, Song]
Level: Arcane 2 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with a skeleton or exoskeleton
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a –20 penalty on Move Silently checks.
A successful save negates the damage and ends the spell. The spell’s effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
Focus: A miniature silver fiddle worth at least 30 gp.
BOTTLE OF SMOKE
Conjuration (Call) [Air, Nature, Ranger]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Effect: One smoky, horselike creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create a plume of smoke that you capture in a special bottle you’re holding. If the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke. It makes no sound, and anything that touches it simply passes through it. To mount this smoke horse, the would-be rider must make a DC 10 Ride check while holding the bottle in one hand. Anyone attempting to mount without the bottle simply passes through the horse’s form. Letting go of the bottle after mounting causes the rider to fall through the horse’s smoky form; he or she cannot thereafter remount without the intact bottle in hand. If the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground. The smoke horse has a speed of 10 feet per caster level, to a maximum of 200 feet. It can send smoke billowing out behind it at the rider’s behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves. A severe wind, or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly. Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down. Starting or stopping the smoke trail is a free action. The mount and the smoke trail it produces give concealment to anyone behind them. 
The mount is immune to all damage and other attacks because material objects and spells simply pass through it. It cannot attack. The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move action) and stoppering it again (another move action) in the next round after the horse is inside. If the bottle is reopened later, the spell reactivates with its remaining duration intact. Regardless of how much duration remains unused, the spell ceases functioning 24 hours after it is cast. If dispelled at any time while the bottle is corked, the spell ends. 
Focus: An ornate, corked bottle worth at least 50 gp.
BRAIN SPIDER
Divination [Mind-Affecting] [Fey]
Level: Divine 7, Mind 7 (Complex Uncommon)
Components: V, S, M, DF
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Target:s: Up to eight living creatures
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:
• A creature’s surface thoughts.
• Individual trains of thought in whatever order you desire.
• One nugget of information per caster level from all the minds regarding one particular topic, thing, or being.
• The thoughts and memories of one creature of the group in detail. 
Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the original save DC. (Creatures with special resistance toEnchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature.
Material Component: A dead spider of any size or type. It must still have all eight legs.
BRAMBLES
Transmutation [Buff]
Level: Divine 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
Material Component: A small thorn.
Heighten Effect: Can affect 1 weapon ever 5 levels and duration goes up to 2 minutes. 
BRANCH TO BRANCH
Transmutation [Nature, Ranger, Air, Plant]
Level: Divine 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You gain a +10 competence bonus on Climb checks made in trees. As long as you remain at least 10 feet above the ground, you can brachiate (swing by branches and vines) in medium or dense forest, but not in sparse forest. When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features. You can charge while brachiating, but you can’t run. Naturally, some local conditions, such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy, might force you to return to the ground.
Break Enchantment
Abjuration [Song]
Level: Divine 5 (Simple Uncommon), Arcane 5 (Complex Uncommon)
Casting Time: 1 minute
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to one creature per level, all within 30 ft. of each other
Duration: instantaneous
Saving Throw: see text
Spell Resistance: no
 
This spell frees victims from Enchantments, Transmutations, and curses. Break Enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break Enchantment works only if that spell is 5th level or lower. If the effect comes from some permanent magic item, break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
BREATH FLARE
Transmutation [Light] [Dragon]
Level: Arcane 1 (Complex Rare)
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round

For this spell to function, you must have a breath weapon that uses fire or lightning, either as a supernatural ability or as the result of casting a spell such as dragon breath. When you successfully cast this spell, your breath weapon is suffused with bright light. In addition to taking the normal fire or lightning damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 round per caster level. Sightless creatures are not affected by breath flare.

Heighten Effects:
Level: 4 Necromancy
Effect:  When you successfully cast this spell have 2 choices, either you imbue your breath weapon with negative energy that rebukes undead in its area(does need to do fire or lightning damage) or your breath blinds for 10 minutes. If rebuke, undead within the area of your breath weapon that fail their saving throws against it cower as if in awe for 1d4 rounds.
Level: 5 
Effect: When you successfully cast this spell have a few choices:
1.You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function.) 
Your breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area. 
2.Instead you could cause concussive forcing any creature taking damage from breath to make a Fort save (Breath DC) or be stunned for 1 round.
3.Another choice is to  make your breath weapon acts as a targeted dispel magic. This is a abjuration spell.
4. Last choice you choose one type of energy other than that normally associated with your breath weapon: acid, cold, lightning, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type
Level: 7 Duration: 1 round/ 5 levels
Effect: When you successfully cast this spell, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, lightning, fire , or sonic) damage. The animated breath uses the statistics of a Huge fire elemental (MM 99), with the following exceptions.
• The creature’s subtype changes to match the energy damage dealt by the breath weapon.
• The creature deals 1/3 breathe weapon damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire .
• The creature has immunity to its own energy type, but no vulnerability to another energy type.
• The creature does not have the burn ability.
Level: 8 
Effect: cause concussive forcing any creature taking damage from breath to make a Fort save (Breath DC) or be stunned for 2d4 rounds.
Level: 9
Effect: When you successfully cast this spell have two choices. You can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Ordinarily, negative levels have a chance of permanently draining the subject’s level, but the negative levels from enervating breath don’t last long enough to do so.
If an undead creature is caught within the breath weapon, it gains 4d12+5 temporary hit points before taking damage from the breath weapon. This is a necromancy spell. These temporary hit points last for up to 1 hour.
You can instead choose one type of energy other than that normally associated with your breath weapon: acid, cold, Lightning, fire, or sonic. You can modify your breath weapon to add an equal amount of the energy you choose to your normal damage, making your breath weapon do both kinds of energy, each type doing normal damage. So if your breath does 50 fire damage and you cast this and choose acid, do 50 fire and 50 acid. They still only get one save vs your breath weapon.
Breath of Life
 Necromancy
Level: Divine 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless) or Will half, see text; 
Spell Resistance: yes (harmless) or yes, see text
 
This spell cures 5d8 points of damage +1 point per caster level (maximum +25). Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature.  If this healing brings the creature up to –9 or fewer hit points, it comes back to life and stabilizes at its new hit point total. If the healing fails to bring the creature’s hit point total up past –10 hit points, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by breath of life. Like cure spells, breath of life deals damage to undead creatures rather than curing them. 
BRIAR WEB
Transmutation [Plant]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell’s area becomes difficult terrain, and creatures move at half speed within the affected area. Any creature moving through the area also takes 1 point of nonmagical piercing damage for each 5 feet moved. A creature with freedom of movement or the woodland stride ability is unaffected by this spell.
 
BRISTLE
Transmutation [Buff]
Level: Arcane 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Suit of armor touched
Duration: 10 minute/level (D)
Saving Throw: None
Spell Resistance: No

The bristle spell temporarily enhances one suit of armor, causing it to grow long hard spikes that stick out in all directions. This spell does not work on clothing other than armor, but it does function with armor that already has spikes built in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the first time the armor wearer attacks a target in melee, the spikes strike out as well, growing in length and hardness. The spikes have an attack bonus equal to your caster level and deal 2d6 points of damage. Your Strength modifier does not apply to this damage.
BULWARK OF REALITY
 Abjuration [Force] [Truename]
Level: Arcane 1 (Complex Rare)
Components: V, S, T
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class. Unlike mundane armor, the bulwark of reality entails no armor check penalty, arcane spell failure chance, or speed reduction. Because the bulwark of reality is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Truename Component: When you cast this spell, you must correctly speak your own personal truename.
BUOYANT LIFTING
Evocation [Water]
Level: Divine 1 (Simple Rare)
Components: S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature/level, no two of which are more than 20 ft. apart
Duration: 1 minute/ level (D); see text
Saving Throw: None
Spell Resistance: No

The subjects of this spell are borne toward the surface at 60 feet per round until they are floating on it. The subject then rests at the top of the liquid (rescuing it from drowning if it was a sinking air-breather) and can swim away under its own power or be moved by others (such as with a rope). If the subject is removed from the liquid, the spell ends.
BURNING BLOOD
Necromancy [Fire, Acid]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Ca sting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You taint a living creature’s blood with a hot, corrosive infusion; dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails its Fortitude saves. Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.
Material Component: A drop of blood and a pinch of salt peter.
Burning Hands
 Evocation [fire]
Level: Arcane 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
 
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full round action.
BURROW
Transmutation [Earth, Nature, Ranger]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
Arcane Focus: A claw from a burrowing creature.

Heighten Effect: Effects 1 creature/lvl. 
BUZZING BEE
Conjuration
Level: Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates an unnerving noise that disrupts the subject’s concentration. The subject is distracted and takes a –10 penalty on Move Silently checks. Creatures that can’t hear are not distracted. The DC of Concentration checks to cast spells or maintain concentration while distracted is equal to this spell’s DC + the level of the spell being cast. The bee has a fl y speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell’s duration expires or the subject moves out of range. The bee can’t be attacked, but it can be dispelled. 
Material Component: A dab of honey.
 
Control Weather
 Transmutation [Nature]
Level: Divine 7, Arcane 7 (Complex Common) 
Casting Time: 10 minutes; see text
Components: V, S
Range: 2 miles
Area 2-mile-radius circle, centred on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: no
 
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
 
Season		 Possible Weather
Spring 		Tornado, thunderstorm, sleet storm, or hot
		weather
Summer 		Torrential rain, heat wave, or hailstorm
Autumn 		Hot or cold weather, fog, or sleet
Winter 		Frigid cold, blizzard, or thaw
Late winter	Hurricane-force winds or early spring
 
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. 
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. 
CACOPHONIC BURST
Evocation [Sonic]
Level: Arcane 5 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per CL (maximum 15d6) to all creatures within the area. Cacophonic burst cannot penetrate the area of a silence spell.
CACOPHONIC SHIELD
Evocation [Sonic]
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centred on you
Duration: 1 minute/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

You create a barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a CL check (DC 11 + your CL).
A creature that crosses the barrier takes 1d6 points of sonic damage +1 point per CL (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations create a 20% miss chance for any missiles (including siege weapon attacks) crossing the barrier in either direction. The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If you force a creature to pass through, the barrier has no effect on that creature.
Call Lightning
 Evocation [Lightning, Nature]
Level: Divine 3 (Exotic Common)
Casting Time: 1 round
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: one or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: yes
 
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 +1d6 every 4 levels after 5th (Max 6d6) of Lightning damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your CL (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of Lightning damage instead of 3d6. This spell functions indoors or underground but not underwater.
 
Heightened Effect:s: Range: long Max bolts 15, does d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
 
CALL MARUT
Conjuration (Calling) [Lawful, Truename]
Level: Divine 9, Mechanus 9, Arcane 9 (Exotic Common)
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called marut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you receive the aid of a marut inevitable (MM 159 You must know an individual marut’s truename to cast this spell.
You can ask the marut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task. 
Calm Animals
 Enchantment (compulsion) [mind-affecting, Shaman, Nature, Ranger]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: yes
 
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + CL. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Calm Emotions
 Enchantment (compulsion) [mind-affecting, Giant]
Level: Divine 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area creatures in a 20-ft.-radius spread
Duration: concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes
 
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from revelling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. 
CALTROPS
Conjuration (Calling)
Level: Arcane 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 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. 
The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two CLs beyond 1st, you can affect an additional 5-footby- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
CAMOUFLAGE
Transmutation [Plant]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter in the wilderness, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
Heighten Effect: the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group.
CAPRICIOUS ZEPHYR
Evocation [Air]
Level: Divine 3 (Exotic Uncommon), Arcane 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex partial; see text
Spell Resistance: Yes

A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.
If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.
A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell’s range.
CAST IN STONE
Transmutation [Earth, Nature]
Level: Divine 9 (Exotic UnCommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: No

Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.
Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. If it passes it takes 1d6 Dexterity damage as flakes of stone skin harden. If it fails it takes 3d6 + ½ CL in Dexterity damage. If Dexterity reaches 0 creature turns to stone. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it.
A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature. In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.
 
Cause Fear
 Necromancy [fear, mind-affecting]; 
Level: Divine 1, Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: yes
 
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear.
 
Heightened Effect:s: Range goes to Medium, Targets one living creature per three levels, no two of which can be more than 30 ft. apart, Duration 1 round/level. Max HD goes up by 1 each 3 levels of caster. 
CELEBRATION
Enchantment (Compulsion) [Mind-Affecting, Sonic, Fey, Song]
Level: Arcane 4 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: All creatures in a 15-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a –2 penalty to Dexterity, Intelligence, and Wisdom. If you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell.
If you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless for 1 round when they wake up again. They are immune to this spell for 24 hours.
Chain Lightning
 Evocation [Lightning]
Level: Arcane 6 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your CLs)
Range: long (400 ft. + 40 ft./level)
Target:s one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
 
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of Lightning damage per CL (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your CL (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
CHAIN MISSILE
Evocation [Force]
Level: Arcane 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level) 
Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, and then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two CLs, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target. Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets.
(A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.)
If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets.
The missiles strike unerringly, even if the targets are in melee or have anything less than total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.
Diminished Effect: Does not ricochet 
Heighten Effect: Secondary targets can be hit more than once with ricochets but no more than 3 times.
CHAIN OF EYES
Divination
Level: Divine 3 Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.
Changestaff
 Transmutation [Plant]
Level: Divine 7 (Exotic Rare)
Casting Time: 1 round
Components: V, S, F (a quarterstaff that has been carved and polished for 28 days)
Range: touch
Target: your touched staff
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

You change a specially prepared quarterstaff into a Huge treant like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and
the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Chaos Hammer
 Evocation [chaotic]
Level: Divine 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration: instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: yes
 
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two CLs (maximum 5d8) to lawful creatures (or 1d6 points of damage per CL, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save. 
Charm Animal
Enchantment (charm) [mind-affecting] [Nature, Ranger, Shaman]
Level: Divine 1 (Exotic Common)
Target: one animal
 
This spell functions like charm person, except that it affects a creature of the animal type. 
Charm Monster
 Enchantment (charm) [mind-affecting, Truename, Psionic]
Level: Arcane 4 (Simple Common)
Target: one living creature
Duration: 1 round/level
 
This spell functions like charm person, except that the effect is not restricted by creature type or size.
 
Diminished Effect:s: Only effect creature equal to or under your HD.
Heightened Effect:s: Can target one extra creature if both HD add up to less than your CL+3.
Charm Monster, Mass
 Enchantment (charm) [mind-affecting, Truename, Psionic]
Level: Arcane 8 (Simple Common)
Components: V
Target:s One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
 
This spell functions like charm monster, except that mass charm monster affects a number of creatures who’s combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD. 
Charm Person
 Enchantment (charm) [mind-affecting, Truename, Psionic]
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 hour/level or 1 round/lvl
Saving Throw: Will negates
Spell Resistance: yes
 
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it was an automaton, but it perceives your words and actions in the most favourable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. 
 
The duration is only 1 round/lvl if the target HD is higher than your CL, else it is one hour an level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.)
 
Heightened Effect:s: Can affect 1 extra person every 3 levels to a max of 5 people at 15th level but their total HD cannot be more than your level. It does not affect last target that causes total to go over limit. All targets must be in range of spell.
CHECKMATE’S LIGHT
Evocation [Lawful]
Level: Divine 2 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You imbue the touched weapon with a +1 enhancement bonus per three CLs (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.
If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell’s effects are suppressed counts against the spell’s duration.
Chill Metal
 Transmutation [cold, Nature]
Level: Divine 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
 
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
 
Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3–5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
 
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal.
 
Heightened Effect:s: Starts at freezing on round 1 and stays there for 5 rounds then spell ends.
 
CHILL OF THE GRAVE
Necromancy [Cold]
Level: Deathbound 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d10 points of cold damage. This damage increases to 2d10 at CL 4th, 3d10 at CL 7th, and 4d10 at CL 10th.
Chill Touch
 Necromancy
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:s creature or creatures touched (up to one/level)
Duration: instantaneous
Saving Throw: Fortitude partial or Will negates
Spell Resistance: yes
 
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per CL.
 
Heightened Effect:s: Strength dmg does up to 2 and dmg to 2d6.  
Circle Dance
Divination
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function. If the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, wounded, unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.
Circle of Death
 Necromancy [death, Negative]
Level: Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a crushed black pearl worth 500 gp)
Range: medium (100 ft. + 10 ft./level)
Area several living creatures within a 40-ft.-radius burst
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes
 
A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per CL (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their save take 2d6 + 1/2 CL in Con dmg. If Con is 0 they die. This is temp damage which heals at one point per day. If pass save take 1d6 Con damage. 
Clairaudience/Clairvoyance
 Divination (scrying)[Song]
Level: Arcane 3 (Complex Uncommon)
Casting Time: 10 minutes
Components: V, S, F/DF (a small horn or a glass eye)
Range: long (400 ft. + 40 ft./level)
Effect: magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: no
 
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the centre of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
CLARITY OF MIND
 Abjuration
Level: Balance 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)

You grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of clarity of mind attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.
CLAWS OF DARKNESS
Illusion (Shadow)
Level: Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes; see text

When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not slowed, and it cannot be slowed by this casting of claws of darkness. You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action. When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.
Clenched Fist
 Evocation [Force]
Level: Arcane 8 (Complex Common)
Components: V, S, F/DF (a leather glove)

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your CL + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its combat maneuver bonus for bull rush checks uses your CL in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large. clerics who cast this spell name it for their deities.
CLIMB WALLS
Transmutation
Level: Divine 1 (Simple Rare)
Components: V, S, M
Ca sting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)

The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at CL 5th, and to +30 (the maximum) at CL
9th. Unlike with spider climb, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.
Material Component: A drop of tree sap or equally sticky material.
CLOAK OF BRAVERY
 Abjuration [Mind-Affecting]
Level: Divine 3, Courage 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius emanation centred on you
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
 
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).
CLOAK OF BRAVERY, GREATER
 Abjuration [Mind-Affecting]
Level: Courage 9
Range: 1 mile; see text
Area: 1-mile-radius emanation centred on you
Duration: 10 min/level

This spell functions like cloak of bravery, except all allies within the emanation (including you) get +5 to fear effects and can reroll any failed saves once and gain a +2 competence bonus on attack rolls. Allies who don’t have line of sight to you are unaffected.
CLOAK OF DARK POWER
 Abjuration
Level: Drow 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Cloak of dark power creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power. The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.
CLOAK OF THE SEA
Transmutation [Water, Nature]
Level: Divine 5 (Exotic Uncommon), Arcane 6 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

While underwater, the subject functions as if affected by blur, freedom of movement and water breathing, and doesn’t take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.
CLOAK POOL
Illusion (Glamer)
Level: Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One color pool
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: No

This spell causes a color pool on the Astral Plane (DMG 154)—an irregular patch of color containing a portal to another plane—to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal.
Clone
 Necromancy
Level: Arcane 8 (Complex Rare)
Casting Time: 10 minutes
Components: V, S, M (laboratory supplies worth 1,000 gp), F
(special laboratory equipment costing 500 gp)
Range: 0 ft.
Effect: one clone
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should it still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body.
The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character rose from the dead other than its Constitution being one lower, it is not a perfect copy of the creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
CLOSE WOUNDS
Necromancy 
Level: Divine 2 (Complex Uncommon)
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

This spell cures 1d4 points of damage +1 point per CL (maximum +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).
CLOUD OF BEWILDERMENT
Conjuration (Call) [Air]
Level: Arcane 2 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. cube
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

This spell summons a small cloud of nauseating vapours. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The cloud acts like fog cloud.
Material Component: A rotten egg.
 
CLOUD WINGS
Transmutation [Air, Nature]
Level: Divine 2 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell increases the subject’s fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.
CLOUDBURST
Evocation [Water, Nature]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Area: 100-ft.-radius emanation
Duration: 10 minutes/level(D)
Saving Throw: None
Spell Resistance: No

You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a –4 penalty. Fire damage in this spell’s area is reduced by 1 point per die of damage. This spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 minutes. The water created with this spell does not slake thirst or provide any nourishment to plants. 
CLOUD-WALKERS
Transmutation [Nature, Air]
Level: Divine 7, Windstorm 6 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target:s: One creature/level
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates (harmless)
Spell Resistance: Yes (harmless)

Each subject of the spell can move with a fly speed of 60 feet (perfect manoeuvrability), but only outdoors. To touch the earth again, a subject must use a standard action to shake off the cloud stuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once—an act that can have significant consequences for subjects already in the air.
CLUTCH OF ORCUS
Necromancy [Taint]
Level: Divine 3 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Magical force grips the subject’s heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.
COCOON
Necromancy [Nature] 
Level: Divine 8 (Exotic Rare)
Components: V, S, M, XP
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

When cast upon a deceased creature (whose death can be no less recent than 1 round per CL), this spell preserves the body and begins a slow process of rebirth. If the corpse is raised, resurrected, or reincarnated at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells. At the conclusion of the week, if the subject has not been returned to life, the creature is automatically reincarnated, as the spell, with no loss of level or Constitution.
Material Component: A silkworm cocoon. 
COLD FIRE
Transmutation [Cold]
Level: Divine 1 (Complex Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One fire source (up to a 20-ft.
cube) or one creature; see text
Duration: 1 minute/level (D) (fire
source) or Instantaneous (creature)
Saving Throw: No (fire source) or
Fortitude half (creature)
Spell Resistance: No (fire source) or Yes (creature)

You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire, provided the affected fire is small enough. Cold fire flames burn blue and white for the duration of the spell. If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two CLs (maximum 5d6) to the creature, but has no further effect.
COLD SNAP
Transmutation [Cold]
Level: Divine 6 (Simple Rare)
Components: V, S
Casting Time: 1 minute
Range: 1 mile
Area: 1-mile-radius circle centred on you
Duration: 2d4 hours
Saving Throw: None
Spell Resistance: No

This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per CL (maximum change of 50 degrees Fahrenheit), to a maximum low of –20 degrees Fahrenheit (see Cold Dangers, DMG 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.
Colour Spray
 Illusion (pattern) [mind-affecting]
Level: Arcane 1 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (red, yellow, and blue powder sand)
Range: 15 ft.
Area cone-shaped burst
Duration: instantaneous; see text
Saving Throw: Will negates
Spell Resistance: yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice compared to your CL.
  2 HD or less: The creature takes 3d6+1/2 CL of  Wis damage on failed save. If this reduces it to 0 Wis is unconscious for 1 round, if not then no Wisdom dmg but sees spots forcing him take no action other than defend himself 1 round then is blinded for 1d4 rounds. (Only living creatures are knocked unconscious.)
same HD: The creature is blinded  for 1d4 rounds.
2 or more HD: The creature is blinded for 1 round.
Sightless creatures are not affected by colour spray.
 
COMBUST
Evocation [Fire]
Level: Arcane 2 (Simple UnCommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp. If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per CL (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303). If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.
Material Component: A drop of oil and a piece of flint.
COMETFALL
Conjuration(Call)[Earth, Nature]
Level: Divine 6 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

You conjure a comet that immediately falls to the ground, dealing blunt 1d6 points of damage per CL (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down. The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG 90). You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails. 
Command
 Enchantment (compulsion) [language-dependent, mind-Affecting] [Truename]; 
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
 
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Can only effect CL+2 in HD. If use truename correctly no save and no max HD.
 
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal

Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
 
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
 
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
 
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
 
If the subject can’t carry out your command on its next turn, the spell automatically fails.
 
Heightened Effect:s: one creature per 2 levels may be affected, Max  2xCL in HD. Each creature must receive the same command. 
Command Plants
 Transmutation [Plant]
Level: Divine 3 (Exotic UnCommon)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favourable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD does not exceed twice your level.
Command Undead
 Necromancy [Truename]
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a shred of raw meat and a splinter of bone)
Range: close (25 ft. + 5 ft./2 levels)
Target:s one undead creature
Duration: 1 round or 1 hour/lvl
Saving Throw: Will negates; see text
Spell Resistance: yes
 
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favourable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
The duration is only 1 round/lvl if the target HD is higher than your CL; else it is one hour/level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.)
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.
Commune
 Divination
Level: Divine 5 (Complex Common)
Casting Time: 10 minutes
Components: V, S, M (holy [or unholy] water and incense worth 500 gp), DF
Range: personal
Target: you
Duration: 1 round/level
 
You contact your deity—or agents there of—and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per CL. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell end 
Commune with Nature
 Divination [Plant]
Level: Divine 4
Casting Time: 10 minutes
Components: V, S
Range: personal
Target: you
Duration: Instantaneous
 
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per CL. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per CL. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
Comprehend Languages
 Divination [Psionic]
Level: Divine 1, Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Target: you
Duration: 10 min./level
 
When cast, this spell gives you a +1 to your check to understand the touched creature's NATIVE language, so the spell doesn’t help with a dwarf speaking elf. It gives Rudimentary skill in the said language for the duration of spell. It can be made permanent for that one language, and each casting and permanency can add another language. If used on human gives understand in whatever language the human native subrace uses.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Cone of Cold
 Evocation [cold]
Level: Arcane 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a small crystal or glass cone)
Range: 60 ft.
Area cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
 
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per CL (maximum 15d6).
CONE OF DIMNESS
Illusion (Phantasm) [Mind-Affecting]
Level: Arcane 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects.  A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This result in a 20% miss chance for any attack the creature makes.
Confusion
 Enchantment (compulsion) [mind-affecting][Song, Fey, Psionic];
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M/DF (three nutshells)
Range: medium (100 ft. + 10 ft./level)
Target:s all creatures in a 15-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what it does in that round.
 
d% Behaviour
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
 A confused character that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character that is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
 
Diminished Effect:s: Only effects 1 target/level (Max 5) 
Consecrate
 Evocation [good]
Level: Divine 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a vial of holy water and 25 gp worth of
silver dust), DF
Range: close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: no

This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled
(+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.
If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.
CONSUMPTIVE FIELD
Necromancy [Death, Taint]
Level: Divine 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centred on you
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell’s duration expires. Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original CL, improving spell effects that are dependent on CL. (This increase in effective CL does not grant you access to more spells, and it does not increase the duration of this spell.)
Creatures that fall to –1 hit point or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.
CONSUMPTIVE FIELD, GREATER
Necromancy [Death, Taint]
Level: Divine 7 (Complex Uncommon)

This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws taking 1d6+ ½ CL each round in the area, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.
Contact Other Plane
 Divination
Level: Arcane 5 (Complex Rare)
Casting Time: 10 minutes
Components: V
Range: personal
Target: you
Duration: concentration
 
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one word answers.
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two CLs, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this Divination may be blocked by an act of certain deities or forces.
Avoid Int/Charisma Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, you’re Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don’t Know: The entity tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.
Plane Contacted
Avoid Int/Cha Decrease
True Answer
Don't Know
Lie
Random Answer
Elemental Plane
DC 7/1 week
01-34
35-62
63-83
84-100
(appropriate)
(DC 7/1 week)
(01-68)
(69-75)
(76-98)
(99-100)
Positive/Negative Energy Plane
DC 8/1 week
01-39
40-65
66-86
87-100
Astral Plane
DC 9/1 week
01-44
45-67
68-88
89-100
Outer Plane, demideity
DC 10/2 weeks
01-49
50-70
71-91
92-100
Outer Plane, lesser deity
DC 12/3 weeks
01-60
61-75
76-95
96-100
Outer Plane, intermediate deity
DC 14/4 weeks
01-73
74-81
82-98
99-100
Outer Plane, greater deity
DC 16/5 weeks
01-88
89-90
91-99
100 
Contagion
 Necromancy [Taint,Nature]
Level: Divine 3, Arcane 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
 
The subject contracts one of the following diseases: blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom. Once contracted, use the standard DCs for any subsequent saving throws (use contagion’s normal save DC for the initial saving throw). For more information on these diseases, see the Glossary Charismapter.
CONTAGION, MASS
Necromancy [Taint]
Level: Divine 5 (Simple Rare), Arcane 6 (Complex Uncommon)
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Forcing a hacking cough, you complete the spell. In the area you’ve designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough. 
This spell functions like contagion, but all creatures within the area are infected.
 
CONTAGIOUS TOUCH
Necromancy [Nature]
Level: Divine 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Holding out your hand like it’s dead, you croak out magic words and imbue your limb with a terrible disease.
Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack during the spell’s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.
Contingency
 Universal 
Level: Arcane 6 (Complex Common)
Casting Time: At least 10 minutes; see text
Components: V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
Range: personal
Target: you
Duration: 1 day/level (D) or until discharged
 
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your CL (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
CONTINGENT ENERGY RESISTANCE
 Abjuration
Level: Divine 4, Arcane 5 (Simple Rare)
Components: V, S, M
Casting Time: 1 minute
Duration: 1 hour/level (D)

This spell functions similarly to contingency , but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, Lightning, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per CL, or until the remainder of the spell’s duration, just as if you were under the effect of a resist energy spell of the appropriate type. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (Lightning), or any other two such spells that protect against different types of energy. Material Component: An oyster shell.
Heighten Effect: Gives 20 resistance.
Continual Flame
 Evocation [Light, Fire]
Level: Divine 3, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (ruby dust worth 50 gp)
Range: touch
Target: object touched
Effect: magical, heatless flame
Duration: permanent
Saving Throw: None
Spell Resistance: no
 
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. 
 
Heightened Effect:s: Brightness as 60 feet.
Diminished Effect:s: no material, duration 10 Min/level 
Control Plants
 Transmutation [Plant]
Level: Divine 8 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: will negates
Spell Resistance: no

This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behaviour. Suicidal or self-destructive commands are simply ignored.
Control Undead
 Necromancy
Level: Arcane 7 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a piece of bone and a piece of raw meat)
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: yes
 
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behaviour. Intelligent undead creatures remember that you controlled them.
Control Water
 Transmutation [Water]
Level: Divine 4,  Arcane 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (a drop of water for raise water or a pinch of dust for lower water)
Range: long (400 ft. + 40 ft./level)
Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./ level (S)
Duration: 10 min./level (D)
Saving Throw: none; see text
Spell Resistance: no

Depending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per CL (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to CL x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats rose in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Control Winds
 Transmutation [Air, Nature]
Level: Divine 5 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 40 ft./level
Area 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: no

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the centre of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the centre outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the centre in equal strength from all directions, veering upward before impinging on the eye in the centre.
• A rotation causes the winds to circle the centre in clockwise or counter clockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three CLs, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. 
Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. 
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all non fortified buildings and often uproots large trees.
CONVICTION
 Abjuration [Blessed]
Level: Divine 1 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six CLs you have (maximum +5 morale bonus at 18th level). 
Material Component: A small parchment with a bit of holy text written upon it.
Heighted Effect: Range is Close and target is allies in 10 foot radius burst
CORONA OF COLD
Evocation [Cold]
Level: Divine 3 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centred on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a –2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.
CORPOREAL INSTABILITY
Transmutation
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can  regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect. Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom is reduced to 0, it falls unconscious.
CORPSE CANDLE
Conjuration [Light]
Level: Arcane 2 (Simple Uncommon)
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
Duration: 1 minute/level (D); see text
Saving Throw: None
Spell Resistance: No

The ghostly hand carries a lit candle that sheds light in a 10-foot radius. You can move the hand at the beginning of your turn as you desire—forward or back, up or down, straight or around corners—up to 50 feet per round. Directing the candle is a free action. The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance. The hand cannot be attacked or damaged, though dispel magic and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell’s range.
Material Component: A piece of a corpse untreated by any kind of preservative.
CORROSIVE GRASP
Evocation [Acid]
Level: Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target:s: Creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal this damage as extra damage with an unarmed strike or an attack with a natural weapon. If you grapple an opponent, you can deal this damage in addition to other damage you deal with a successful grapple check.
COUNTERMOON
 Abjuration
Level: Divine 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: Yes

This spell forces a lycanthrope back to its natural form and keeps it from changing form, preventing both voluntary shapechanging through the alternate form ability and involuntary shapechanging because of lycanthropy.
Material Component: A hair, scale, or other cast-off item from the type of creature.
CRABWALK
Transmutation
Level: Arcane 1, Divine 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When the target of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and –2 penalty to AC that a charge attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with the pounce ability, the bonus applies only to the first attack. Material Component: A crab’s leg.
CRAWLING DARKNESS
Conjuration [Darkness]
Level: Divine 5 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 2 rounds/level (D)

This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting. They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks.
When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.
CREAKING CACOPHONY
Illusion (Figment) [Sonic, Song, Nature]
Level: Arcane 3, Divine 3 (Exotic UnCommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The sound from this spell is as loud as a pitched battle and is audible far beyond the spell’s area. Outside the spell’s area, the sound is merely loud. Inside the spell’s area, the sound is overwhelming. All creatures within the spell’s area take a –4 penalty on Listen checks. Spellcasters are distracted and must make a Concentration check to cast any spell (DC equals this spell’s DC + the level of the spell being cast).
A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area that do not have immunity to sonic damage gain vulnerability to sonic damage.
Create Food and Water
 Conjuration (creation)
Level: Divine 3 (Simple Common)
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: food and water to sustain three humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: no
 
The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does. 
CREATE MAGIC TATTOO
Conjuration
Level: Arcane 2 (Exotic Common)
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell creates a single magic tattoo. You determine the exact type of tattoo, though the selection is limited by your CL, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo—at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check. The DC varies with the kind of tattoo, as noted below. If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).
• +2 resistance bonus on one type of saving throw (Fortitude, Refl ex, or Will).
• +1 luck bonus on attack rolls.
• +1 deflection bonus to AC.
At 7th to 12th CL, you can add the following tattoos to the list that you can inscribe (Craft DC 15).
• +2 resistance bonus on saving throws.
• +2 competence bonus on attack rolls.
When your CL reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20).
• Spell resistance equal to 10 + 1 per three CLs.
• +2 enhancement bonus to any one ability score.
• +1 spell CL. This effect increases the subject’s effective level, but not the total number of spells. For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells. A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails. A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.
Material Components: Tattoo inks in appropriate colors costing at least 100 gp. Focus: Tattoo needles.
CREEPING COLD
Transmutation [Cold, Nature]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes

The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
Heighten Effect: duration increases by 1 round, during which the subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of cold damage. 
Creeping Doom
 Conjuration (summoning) [Nature]
Level: Divine 7 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect: four swarms of insects
Duration: 1 round/level
Saving Throw: Fort partial, see text
Spell Resistance: no
 
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have a fly speed of 30 feet with perfect manoeuvrability. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.
You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).
 
CRITICAL STRIKE
Divination
Level: Arcane 3 (Exotic Rare)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range.
Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.

CROWN OF GLORY
Enchantment (Compulsion) [Mind-Affecting]
Level: Glory 8
Components: V, S, DF
Casting Time: 1 round
Range: 20 ft.
Target:s: You and one creature/level in a 20-ft.-radius burst centred on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When you cast this spell, you crown yourself with your deity’s favor and draw all eyes toward you.
You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell. In addition, the subject creatures gain a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your CL (maximum 20).
CRUMBLE
Transmutation[Earth, Nature]
Level: Divine 3 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One structure or construct
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes (object)

You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself. The erosion deals 1d8 points of damage per CL to the object (hardness does not apply) to a maximum of 10d8. The maximum size of the object affected depends on your level. If you cast this spell on an object of greater size than you can affect, the spell fails.
Level: Size of Object Affected
Up to 9th Large
10th–15th Huge
16th–18th Gargantuan
19th–20th Colossal
Crushing Despair
 Enchantment (compulsion) [mind-affecting]
Level: Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M
Range: 30 ft.
Area cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes
 
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. 
Crushing Hand
 Evocation [force, Giant]
Level: Arcane 9 (Complex Common)

This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. The crushing hand has a +13 bonus on attack rolls and a +15 bonus on combat maneuver checks due to its Strength (35) and size (Large). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.
Cure Light Wounds
 Necromancy
Level:  Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
 
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per CL (maximum +5).  Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.  
Heightened Effect:s:  Heals 2d8+1/CL(Max +10)
Diminished Effect:s: heals 1 hp
Cure Serious Wounds
Necromancy
Level:  Divine 3 (Simple Common)
 
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per CL (maximum +15).
 
Heightened Effect:s:  Heals 4d8+1/CL(Max+20)
Diminished Effect:s: Heals 2d8+1/CL(Max +10)
 
CURSE OF ILL FORTUNE
Necromancy [Curse]
Level: Divine 2 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Letting loose a stream of foul incantations, you curse the subject.
You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.
CURSE OF ILL FORTUNE, MASS
Necromancy [Curse]
Level: Divine 5 (Simple Rare)
Target:s: Enemies in a 20-ft.-radius burst

This spell functions like curse of ill fortune, except that it affects multiple enemies.
CURSED BLADE
Necromancy [Curse]
Level: Arcane 5 (Exotic Uncommon)
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One melee weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Drawing upon dark powers, you whisper a vehement curse and draw your finger down the weapon.
A weapon affected by this spell deals wounds that can’t be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.
CUTTING HAND
Transmutation
Level: Arcane 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Your hand
Duration: 1 round/level (D)

You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand deals 1d6 points of damage (1d4 if you are Small, and 1d8 if you are Large) and gains a +2 enhancement bonus on attack rolls and damage rolls. You are considered armed with this hand. Your hand’s enhancement bonus does not apply to melee touch attacks.
CYCLONIC BLAST
Evocation [Air]
Level: Arcane 5 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per CL (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips. Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush. If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. 
Focus: A child’s spinning top.
DAGGER STANCE
 Abjuration
Level: Divine 2, Arcane 2 (Exotic Uncommon)
Components: V, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level. The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic. 
Focus: A pair of daggers.
DARK WAY
Illusion (Shadow)
Level: Divine 2, Arcane 2 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of force 5 ft. wide,
1 in. thick, and up to 20 ft./level long
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create a ribbon like, weightless, unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippery than a typical dungeon floor.
A dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren’t there. You never fall through a dark way unless your own weight exceeds the spell’s maximum capacity. 
DARKBOLT
Evocation [Darkness]
Level: Darkness 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One ray/2 levels (maximum seven rays)
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes

You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting in the round when you cast the spell. You do not have to hurl a bolt in every round, but if you don’t hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, all your targets must be within 60 feet of each other. A darkbolt deals 2d8 blunt damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage, but is dazed if it fails its save. 
DARKFIRE
Evocation [Fire]
Level: Divine 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire. Beginning the following round, you can strike opponents with a melee touch attack, dealing 1d6 points of fire damage per two caster levels (maximum 5d6). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you make a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. The darkfire is invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision). The spell does not function underwater.
Darkness
Evocation [darkness]
Level: Divine 2, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: touch
Target: object touched
Area: 20 ft-radius
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no
 
This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (flare, light, dancing lights). Higher-level light spells (such as the 3rd-level cleric spell daylight) dispel the darkness spell and are not affected themselves, leaving whatever light conditions normally prevail in the area. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed. If spell level is equal both are dispelled.
 
Diminished Effect:s: Creatures without darkvision are effectively blinded in this area. Normal lights (torches, candles, lanterns, and so forth) and light spells brought inside the area of darkness can brighten the area, allowing a creature to see normally in the light’s radius.
Heightened Effect:s:
Level: 3 Area: 60 foot radius

Level: 4 Range: Close (25 ft. + 5 ft./2 levels) Area: A 20-ft.-radius emanation  ST: Will negates or none (object) SR: Yes or no (object)
Effect: Darkness centred on a creature, object, or point in space. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell’s area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object.
BLACKLIGHT
Evocation [Darkness]
Level: Darkness 3, Arcane 4 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centred on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell’s area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level, such as daylight.
Material Component: A piece of coal and the dried eyeball of any creature.
Diminished Effect: Acts like Darkness spell.
Darkvision
 Transmutation
Level:  Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (either a pinch of dried carrot or an agate)
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
 
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision can be made permanent with a permanency spell.
 
Heightened Effect:s: Can see through 10 feet of magical darkness.  
Diminished Effect:s:  Gains low light vision.
DARKVISION, MASS
Transmutation
Level: Arcane 4 (Simple Uncommon)
Range: 10 ft.
Target:s: Allies in a 10-ft.-radius burst centred on you

This spell functions like darkvision (PH 216), except that all target creatures receive the spell’s benefits. Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.
Material Component: A dried carrot or three small agates.
DAWN
 Abjuration
Level: Divine 0
Components: V
Casting Time: 1 swift action
Range: 15 ft.
Target: All creatures in a 15-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures.
Daylight
Evocation [light]
Level: Divine 3, Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: object touched
Duration: 10 min./level (D)
Saving Throw: none; 
Spell resistance no
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.
Daylight counters or dispels any darkness spell of lower level, such as darkness. If spell level is equal both are dispelled.
Diminished Effect: 20 foot radius.
Heighten Effect: Duration 1/h, can control the brightness from 60 radius all the down till 1 radius with a move action.
Daze Monster
 Enchantment (compulsion) [mind-affecting, Psionic];
Level: Arcane 2 (Simple Uncommon)
Range: medium (100 ft. + 10 ft./level)
Target: one living creature of 6 HD or less
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
 
Heightened Effect:s:  Effects up to CL in HD, can be multiply targets all must be within 30 feet.  
DEADFALL
Conjuration [Plant]
Level: Divine 8 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Effect: Mass of dead wood forming in a cylinder (20-ft. radius, 40 ft. high); see text
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

Pick a point on the ground as the centre of the radius and bottom of the cylinder. Deadfall creates a tangled mass of huge branches, logs, and fallen trees on the ground. The deadfall immediately collapses in on itself with terrific force and noise. Creatures and objects in the area take 1d6 points of blunt damage per caster level (maximum 20d6). In addition, creatures in the area must succeed on a Reflex save or be knocked prone.
Once you cast the spell, a considerable volume of dead wood remains behind. This pile of brush is 5 feet high, with a 20-foot radius, and it counts as dense rubble (DMG 90).
DEATH ARMOR
Necromancy
Level: Arcane 2 (Complex Uncommon)
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

The black flames created by this spell injure creatures that contact them. Any creature striking you with its body or handheld weapons takes 1d4 points of negative damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Weapons with reach, such as longspears, do not endanger their users in this way.
Material Component: Paste made from ground bones. Focus: An onyx worth 50 gp.
DEATH DRAGON
Necromancy [Fear, Mind-Affecting]
Level: Divine 7 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Effect: Dragon-shaped armor of energy and bones
Duration: 1 round/level (D)

The cocoon created by this spell gives you a +4 enhancement bonus to passive defence and a +4 deflection bonus to Armor Class. You are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size. You can use your off hand to attack, incurring the standard two-weapon fighting penalties. The cocoon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement.
As a standard action, you can project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched (the caster level of these effects equals your own). These effects are otherwise identical to the spells of the same names, but have saving throw DCs equal to what this spell’s save DC would be if the spell allowed a save.
Death Knell
 Necromancy [death, tainted]
Level: Divine 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: yes
 
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.
 
Heightened Effect:s: Gain 1d8 temp hp/HD of slain creature and gain +1 extra to Str for every 3 HD of creature.     
DEATH PACT
Necromancy
Level: Divine 8, Pact 8 (Complex Uncommon)
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: None
Spell Resistance: No

This spell allows the target to enter into a binding agreement with your deity that brings the target back to life if it is slain.
When this spell is cast, the subject’s Constitution is permanently lowered by 1 point. In exchange for this, if the subject should die, a resurrection spell is immediately cast upon the subject. However, the resurrected creature does not regain the 1 Constitution point when returned to life. If the spell is dispelled before the subject dies, it does regain its 1 lost Constitution points. A wish or miracle spell can return the lost Constitution, but only after the death pact has been activated or dispelled.
Material Component: A diamond worth at least 1,000 gp.
DEATH THROES
Necromancy [Force]
Level: Divine 5, Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until you are killed
Saving Throw: None
Spell Resistance: No

If you are killed, your body is instantaneously destroyed in an explosion that deals 1d8 points of damage per caster level to everyone in a 30-foot-radius burst. This explosion destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore life.
Death Ward
 Necromancy [Positive]
Level: Divine 4 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
 
The subject gains 1 resistance/ 2 CL to all death spells and magical death effects (stat damage included) and any negative energy effects, including channelled negative energy. The subject is granted a save to negate such effects even if one is not normally allowed. Also protects from 1st 4 energy drain effects. This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect. Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.
DEATH WARD, MASS
Necromancy [Positive]
Level: Divine 8 (Simple Uncommon)
Range: Close (25 ft. +5 ft./2 levels)
Target:s: One creature/ level, no two of which are more than 30 ft. apart
Sensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.
This spell functions like death ward, except as noted above. 
Deathwatch
Necromancy
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area cone-shaped emanation
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no
 
Using the powers of Necromancy, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
DECOMPOSITION
Necromancy [Nature]
Level: Divine 2 (Exotic Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: Living enemies within a 50-ft.-radius emanation centred on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Whenever an enemy within the area takes normal (not nonlethal) damage, that wound festers for an additional 3 points of damage at the beginning of its turn each round thereafter for the duration of the spell. A DC 15 Heal check or the application of any cure spell or other healing magic stops the festering. Only one wound festers at a time; additional wounds taken while the first is still festering are not subject to this effect. Once festering has been stopped, however, any new wound taken while the subject is within the area (before the spell expires) begins the process anew. For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 3 points of damage from the festering wound in the next round, and another 3 points in the round after that. In the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round. In the next round, the subject remains within the emanation and takes another 3 points of damage in battle. The festering begins again, dealing 3 points of festering damage in the following round.
DECOY IMAGE
Illusion (Figment) [Ranger]
Level: Divine 3 
Components: V, S
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Effect: Figment that mimics you and all allies within 50 ft. of you
Duration: 8 hours (D)
Saving Throw: Will disbelief; see text
Spell Resistance: No

In order to flush ambushes, you project a duplicate image of yourself and your companions. This spell creates an Illusion complete with visual images, sounds (including speech), smells, textures, and temperature. It mimics exactly what you and any of your allies within 50 feet of you do. If the terrain differs significantly between that of the Illusion and that of the characters, or if any character takes an action the Illusion can’t duplicate (for instance, climbing a tree if none are present for the illusory duplicate to mimic) onlookers automatically receive a saving throw. In addition, anyone who moves out of the spell’s area disappears from the Illusion.
DEEP BREATH
Conjuration (Calling) [Air]
Level: Divine 1(Simple Rare), Arcane 1 (Simple Uncommon)
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level

Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell’s duration expires, you can continue to hold your breath as if you had just gulped down a lungful of air. You can cast this spell with an instant utterance, quickly enough to save yourself from drowning after being suddenly plunged into water.
Deep Slumber
 Enchantment (compulsion) [mind-affecting]; 
Level: Arcane 3 (Simple Uncommon)
Range: close (25 ft. + 5 ft./2 levels)
 
This spell functions like sleep, except that it affects 10 HD of creatures +1 HD every 3 levels.
 
Heightened Effect:s: Range goes to Medium, Area goes to 20 ft burst.
   
Delayed Blast Fireball
 Evocation [fire]
Level Arcane 7 (Complex Uncommon)
Duration: 5 rounds or less; see text
 
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. 
DEEPER DARKVISION
Transmutation [Ranger]
Level: Divine 4 (Exotic Uncommon), Arcane 3 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 The subject gains the ability to see 90 feet in total darkness and ignores the 20% miss chance normally present in shadowy illumination. Deeper darkvision is black and white only but otherwise similar to normal sight. You can see through 30 feet of magical darkness.
Material Component: A pinch of dried carrot or an agate.
Diminished Effect: Can’t ignore miss chance and can’t see in magical darkness.
Heighted Effect: Can see through any magic darkness up to 60 feet. Also get 120 feet darkvision
DEFENESTRATING SPHERE
Evocation [Air]
Level: Arcane 4 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 feet per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8 x 10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction. If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20- foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.
Focus: A gray pearl worth at least 100 gp.
DEHYDRATE
Necromancy [Nature, Curse]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You afflict the target with a horrible, desiccating curse that deals 1d6 points of Constitution damage, plus 1 per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage, plus 1 per three caster levels, to a maximum of 1d8+5. Can heal the damage until a remove curse is cast on subject.
DEIFIC VENGEANCE
Conjuration(Summoning)
Level: Divine 2, Purification 2 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.
DELAY DISEASE
Necromancy
Level: Divine 1 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell’s duration does not begin until the spell expires. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases.
Delay Poison
 Conjuration (healing)
Level: Divine 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 min/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
 
The subject becomes temporarily immune to any poisons that are already in his system.  If a new poison is introduced while this spell is in effect, the new poison effects the subject and another casting of this spell is needed to make him immune to new poison. Delay poison does not cure any damage that poison may have already done.
DELUSIONS OF GRANDEUR
Illusion (Phantasm) [Mind-Affecting]
Level:  Arcane 2 (Simple Uncommon)
Components: V
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This powerful phantasm fools the subject into believing itself more competent and safe than it really is. The spell makes any action the subject considers attempting seem easily accomplished, requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject takes a –2 penalty on attack rolls, saves, ability checks, and skill checks, as well as to Wisdom. This penalty cannot reduce the subject’s Wisdom below 1. Finally, the subject becomes so completely enamored with its own (false) abilities that it cannot fight defensively or take the total defense action. 
Demand
 Enchantment (compulsion) [mind-affecting] [Fey]
Level: Arcane 8 (Simple Uncommon)
Saving Throw: Will partial
Spell Resistance: yes
 
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand’s message to the creature must be 25 words or less, including the suggestion. The creature can also give a short 10 word reply immediately.  
DEMON DIRGE
Evocation
Level: Divine 3, Arcane 3 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds; see text
Saving Throw: None or Fortitude partial; see text
Spell Resistance: Yes

Demon dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and tainted subtypes (such as a howler or a demon). No saving throw is allowed against this damage. If the target creature also possesses the tanar’ri subtype (MM 316), the spell has a much more powerful effect. In addition to the damage, a tanar’ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.
Desecrate
 Evocation [Taint]
Level: Divine 2 (Complex Common)
Casting Time: 1 standard action
Component V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF
Range: close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: yes

This spell imbues an area with negative energy. The DC to resist negative channelled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit point  per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channelled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).
Furthermore, anyone who casts animate the dead within this area may create as many as double the normal amount of undead (so 2 without knowledge of truename). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate.
DESICCATING BUBBLE
Necromancy [Air]
Level: Arcane 2 (Complex Rare)
Components: S, M/DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere of air
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

A globe of supernaturally dry air rolls in whichever direction you point and engulfs those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d4 points of damage as it evaporates moisture from the subject. (The subject can negate this damage with a successful Reflex save.) Oozes, creatures composed of water (such as water elementals), and creatures with the aquatic subtype take 2d6 points of damage. The bubble moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest. The surface of the bubble has a spongy, yielding consistency (similar to that of a soap bubble, but not fragile and allowing objects to pass through it without affecting the spell) and so does not cause damage except by absorbing
moisture. It cannot batter down large obstacles. The bubble winks out if it exceeds the spell’s range. 
Material Component: A tiny bag or bladder fi lled with air, and a sprinkle of dust.
Destruction
 Necromancy [death]
Level: Divine 7 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, F (holy or unholy symbol costing 500 gp)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes
 
The subject takes 2d6 + 1/2 CL Con damage if fails save. If this brings him to 0 Con it instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.  If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp). 
Detection
 Divination
Level: Arcane 1 Divine 1 (Simple Common)
Casting Time: 1 standard action
Component V, S, F
Range: 60 ft.
Area cone-shaped emanation
Duration: concentration, up to 10 min./ level (D)
Saving Throw: none
Spell Resistance: no
 
This spell allows you to detect various things. When you cast the spell you choose what you want to detect from following list: Alignment(taint or chaos/law);undead; plants or animals; pits and snares. This is called Type in the below text.
Note: Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring;) nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of Type
2nd Round: Number of Type’s auras  in the area and the power of the most potent aura present.
3rd Round: The power and location of each aura or how to open or use Type.. If an aura is outside your line of sight, then you discern its direction but not its exact location.
4th Round: More detail info as determined by type of spell chosen.
 
Aura Power: A  aura's power depends on the type of creature or object that you're detecting: 

For spells:
3rd or less  	Faint,
 4-6 		Moderate, 
7-9 		Strong 
10+ 		Overwhelming. 

Items detect as caster level as followed:
5 or less 		Faint
6-11 		Moderate
12-20 		Strong
21st 		Overwhelming. 

Creatures detect as following:
HD		Strength
1 or lower 		Faint
2–4 		Moderate
5–10 		Strong
11 or higher 	Overwhelming

Conditions: You can also get the following info if using a creature detection Type.
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
 
Lingering Aura: A  aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detection is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
 
Original Strength 		Duration: of Lingering Aura
Faint 			1d6 rounds
Moderate 			1d6 minutes
Strong 			1d6x10 minutes
Overwhelming 		1d6 days
 
Each round, you can turn to detection in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Diminished Effect: Can detect magic. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). 
Heighten Effect:s:
Level: 2 A [mind-affecting, Psionic] Duration: concentration, up to 1 min./level (D) Saving Throw: Will negates; see text
Effect: You detect surface thoughts and minds. 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. If makes save have to cast it again to try again. Creatures of animal Int (Int 1 or 2) have simple, instinctual thoughts that you can pick up. 
Level: 3A Duration: 1 minute/level
Effect: Can detect portals. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.) Each round you study a portal, you can discover one property of the portal, in this order. 
• Any key or command word needed to activate the portal.
• Any special circumstances governing the portal’s use (such as specific times when it can be activated).
• Whether the portal is one-way or two-way.
• A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell’s range. Does not allow other Divination spells or spell-like abilities to extend through the portal. For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round. Has only a limited ability to reveal unusual properties, as follows.
• Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.
• Variable Portals: The spell reveals only that the portal is variable. If you study the portal’s destination, the spell reveals only the destination to which the portal is currently set. 
• Creature-Only Portals: The spell reveals this property. If you study the portal’s destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes. 
• Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
Level: 4 A Range: 40 ft. Area 40-ft.-radius emanation centred on you Duration: 24 hours
Effect: You immediately become aware of any attempt to observe you by means of a Divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. 
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his direction and distance from you. 
DEVIL BLIGHT
Evocation
Level: Divine 3, Arcane 3 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds
Saving Throw: None or Fortitude partial; see text
Spell Resistance: Yes

This spell deals 2d6 points of damage per round for the duration of the spell to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage. If the target creature also possesses the baatezu subtype (MM 306), it must succeed Fortitude save or be stunned for the duration of the spell.
DIAMONDSTEEL
Transmutation
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Suit of metal armor touched
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Diamondsteel enhances the strength of one suit of metal armor. The armor double the damage reduction of the base DR for the armour. Double the base DR then add any other modifiers This damage reduction can be overcome only by adamantine weapons. For example, a suit of full plate would provide damage reduction 4/adamantine, and a +1 breastplate (+6 AC) would provide damage reduction 3/adamantine.
Material Component: Diamond dust worth at least 50 gp per 3 points of DR granted.

Dimension Door
 Conjuration (teleportation) [Song]
Level: Arcane 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V
Range: long (400 ft. + 40 ft./level)
Target: you and touched objects or other touched willing creatures
Duration: instantaneous
Saving Throw: none and Will negates (object); 
Spell Resistance: no and yes (object)
 
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired— whether by simply visualizing the area or by stating direction. After using this spell, anyone using this spell can’t take any other actions until your next turn.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature travelling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature travelling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
 
Heightened Effect:s: Others can take actions but you still can’t, you can transfer 2 targets or yourself, once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does not provoke attacks of opportunity. Duration 1 round every 3 levels.
Dimensional Anchor
Abjuration
Level: Divine 4, Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (object)
 
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Heighten Effect: Get one more ray for every 3 levels after 7(Max 5 rays) all targets must be within 60 feet of each.
Dimensional Lock
Abjuration
Level: Divine 8, Arcane 8 (Simple Common)
Casting Time: 1 standard action 
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area 20-ft.-radius emanation centred on a point in space
Duration: 1 day/level
Saving Throw: none
Spell Resistance: yes

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
Diminish Plants
 Transmutation [Plant]
Level: Divine 3 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: see text
Target: or Area see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell has two versions. 
Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may also designate portions of the area that are not affected.
Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one half normal. This spell has no effect on plant creatures. 
DINOSAUR STAMPEDE
Evocation [Force, Nature]
Level: Divine 6 (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

Creatures in the spell’s area take 1d12 points of damage +1 point per caster level (up to +20). Creatures more than 10 feet above the ground are not affected by dinosaur stampede. With a simple gesture (a free action), you can make the spectral forms move along the ground up to 40 feet per round (moving its effective point of origin). Creatures cannot be damaged more than once per round by dinosaur stampede.
Material Component: A fossil.
DIRE HUNGER
Transmutation [Nature]
Level: Divine 5 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The spell’s subject becomes maddened by terrible pangs of hunger, viewing all creatures as food sources. The subject creature gains a new bite attack that does damage according to the creature’s size: 
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The subject creature adds 1-1/2 times its Strength bonus to this damage. If the creature already has a bite attack that deals more damage, use that damage value instead. The subject creature eschews all other attacks or actions except for its new bite attack, but it defends itself normally. It moves to attack the nearest living creature it can get to and attacks this creature until it is dead or until another living creature is closer. The subject creature attacks whatever living creature is nearest, regardless of former allegiance or personal connection. If moving toward the nearest living creature would move the creature into a dangerous area (precarious footing, a huge fire, or a deadly trap is in the way) the subject creature moves around the hazard if it can or moves to attack another creature if moving around the hazard isn’t possible. If such movement brings the subject creature closer to another living creature, it attacks that creature instead. If the subject of the spell cannot detect or get to a living creature nearby, it goes looking for one to attack.
DIRGE
Evocation [Sonic, Song]
Level: Arcane 6 
Components: V, S
Casting Time: 1 round
Range: 50 ft.
Area: All enemies within a 50-ft.-radius burst centred on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your song draws the energies of death and destruction down on your enemies. Each round, any enemy in the area takes 2 points of Strength and Dexterity damage. Subjects can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. 
DIRGE OF DISCORD
Enchantment (Compulsion) [Taint, Mind-Affecting]
Level: Arcane 3 [Song] (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by this spell take a –4 penalty on attack rolls and Dexterity, a 50% reduction in their speed (to a minimum of 5 feet), and must make a Concentration check to cast any spell (DC equal to this spell’s DC + the level of the spell being cast).
Material Component: A pinch of ashes from a creature.
Discern Lies
 Divination [Giant]
Level: Divine 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target:s one creature/level, no 2 of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: no

Each round, you concentrate on one target, which must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different target. 
Discern Location
 Divination
Level: Divine 8, Arcane 8 (Exotic Uncommon)
Casting Time: 10 minutes
Components: V, S, DF
Range: unlimited
Target: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
DISCERN SHAPECHANGER
Divination
Level: Arcane 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level

By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming.
For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider). 
Material Component: A balm of honey and lotus flower costing 25 gp, smeared on your eyelids.
DISCOLOR POOL
Illusion (Glamer)
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One color pool
Duration: 1 hour/level (D)
Saving Throw: Will disbelief 
Spell Resistance: No

This spell causes a colour pool on the Astral Plane—an irregular patch of colour containing a portal to another plane—to appear to be a different colour, and thus, to lead to another plane. True seeing or analyze portal reveals the true nature of the pool.
Material Component: Four drops of colour ink.
Disguise Self
 Illusion (glamer)
Level:   Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 min./level (D)
 
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that touches you with the glamer up gets a Will save to recognize it as an Illusion.
Heightened Spell: Add tactile and can seem to be double height and/or weight. 
DISGUISE UNDEAD
Illusion (Glamer)
Level: Arcane 2 (Simple Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 corporeal undead
Duration: 24 hours
Saving Throw: None
Sp ell Resistance: Yes (harmless)

You make one undead—including its clothing, armor, weapons, and equipment— look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature’s body type. For example, a wight could look human, humanoid, or like any other generally human shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment. A battleaxe made to look like a dagger still functions as a battleaxe. This spell also foils magical means of detecting undead. The subject of disguise undead detects as a creature of the type simulated. Creatures get Will saves to recognize the glamer as an Illusion if they attack or try to detect it with detect undead spells or by touching the undead and having that not match what they see, in the case of this spell.
Focus: A cocoon of a death’s head moth.
Disintegrate
 Transmutation
Level: Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a lodestone and a pinch of dust)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: yes
 
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).  Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.  When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.  A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.  Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.  
Dismissal
Abjuration [Truename]
Level: Divine 4, Arcane 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: one extraplanar creature
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes

 This spell forces an extra planar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. If add its truename and use it correctly there is no save to resist.
Heightened Spell:
Level: 5D/6A
Effect: Can affect a 2nd creature in range of spell. Can add 2nd truename to affect both targets.

Level: 6D/7A Target:s one or more extraplanar creatures, no two of which can be more than 30 ft. apart
Effect: As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), and the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4). 
If you use a truename in the spell, it only affects a single creature, but there’s no Hit Dice limit and no save if you make your Spellcraft check use the truename correctly. If banishment is successful, the target cannot return to the plane it was banished from for one month per caster level—unless it learns and correctly speaks the spellcaster’s personal truename, in which case the prohibition no longer applies.
Dispel Magic
Abjuration
Level Divine 3, Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S
 Range: medium (100 ft. + 10 ft./level)
Target: or Area one spellcaster, creature, or object, or 20-ft.-radius burst
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
 
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counter spell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level, maximum +10) against all spells currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on the check, all spells are dispelled; if you fail, they stay active. You can target one specific school and the dispel only effects spells of that school.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged:
A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest Spell level. If that check fails no spells are affected. If the check passes, his highest level spell is dispelled. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. You can use dispel magic as an immediate action to counter a spell you see being cast but you are stunned till the end of the next round.

Diminished Effect:
Can only be used on objects, can only be used on abjuration magic. 
Heighten Effect:
Level: 4 Area: A straight wall whose area is up to one 10-ft. square/level or sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute + 1 round/level
Effect: This spell creates a transparent, permeable barrier. Anyone or any unattended object passing through it becomes the target of a dispel magic effect at your caster level. A cannot be seen or felt by ordinary means, or even with a see invisibility spell. Detect magic indicates the presence of the effect, and true seeing reveals its presence. Spell effects not operating on objects or creatures cannot pass through the screen.
Level: 6 
Effect: Max dispel check is +20 instead of +10. Additionally, has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.
Level: 8
Effect: Same as level 4 but level 6 effect if pass through wall.
Level: 9
Effect: As level 6 power plus steal any spell you dispel when using targeted dispel, using its power and effect for yourself. Make a Spellcraft to identify each spell. Any spell you identify that you dispel can be stolen and redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration. All effects are as you were caster like dismissible or concentration. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.
If use to counterspell, can take control after caster finished and direct it to any target you wish. Again you must make Spellcraft to do this. Can use as area dispel just cannot steal spells.
Dispel Alignment
Abjuration [see text]
Level: Divine 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: or Target:s you and a touched tainted creature from another plane, or you and an Enchantment or tainted spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: see text
Spell Resistance: see text
 
Chose which alignment to protect against: Law, Chaos, Tainted, Non Tainted. This is Type protected against
Shimmering, white, energy surrounds you. This power has three effects. 
First, you gain a +4 deflection bonus to AC against attacks by Type creatures.
Second, on making a successful melee touch attack against a Type creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an Typed creature or any one Typed spell. Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel alignment. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. This spell is opposite of alignment it protects against.
Displacement
 Illusion (glamer)
Level:   Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, M (a small loop of leather)
 Range: touch
Target: creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
DISQUIETUDE
Enchantment (Compulsion) [Mind- Affecting, Sonic, Song]
Level: Arcane 2 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The affected subject restricts its movement to avoid any physical contact, even with allies. Any ally that wishes to touch the subject must make a successful melee touch attack to do so. The subject must stay 15 feet away from all other creatures. If, at the beginning of its turn, the creature is within 15 feet of any creature, it must first move away (beyond 15 feet from any creature) before taking any action. If the subject cannot safely move that distance, it instead must take the total defense action and remain in its space.
Disrupt Undead
 Necromancy
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S  
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Heighten Effect: Ray does 1d6/CL (Max 5d6) to undead.
DISRUPT UNDEAD, GREATER
Necromancy
Level: Arcane 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target.
Heighten Effect: Range Medium, damage 1d10(Max 10d10)
DISSONANT CHANT
 Abjuration [Sonic]
Level: Arcane 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft.-radius emanation
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes

You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other activities that require concentration must make Concentration checks (DC equal to this spell’s DC + the level of the spell being cast). The DCs of activities that already require Concentration checks, such as casting defensively, increase by 4. Creatures within the area gain a +4 bonus on saving throws against language-dependent effects.
DISSONANT CHORD
Evocation [Sonic]
Level: Arcane 3 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Creatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum 5d8).
DISTORT SPEECH
Transmutation [Sonic, Song]
Level: Arcane 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

For the duration of this spell, the subject has a 50% chance to miscast spells that have verbal components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.
DISTRACT
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 1 (Simple Rare)
Components: S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: One creature/level, no two
of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The targets of this spell must succeed on a Will save or lose themselves to the urge to experience nearly everything. Failure indicates the creatures take a –4 penalty on all Concentration, Listen, Search, and Spot checks, and can take only a single standard or move action each round, but not both. Creatures with more than 6 HD are unaffected.
DISTRACT ASSAILANT
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

A creature affected by this spell is flat-footed until the beginning of its next turn. 
Material Component: The dried wing of a fly.
DISTRACTING RAY
 Abjuration
Level:  Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You must succeed on a ranged touch attack with the ray to strike a target. This ray attempts to undo magic as it is being cast. Used in the same manner as a counterspell (as a readied action), the ray interferes with the manipulation of divine or arcane magic by dazzling the target. If the ray successfully strikes a spellcaster, and that spellcaster is in the process of casting a spell, then the target spellcaster must make a Concentration check to avoid losing the spell. The DC of the Concentration check is equal to 17 + the level of the spell the target is casting.
Divination
 Divination
Level: Divine 4 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M (incense and an appropriate offering worth 25 gp)  
Range: personal
Target: you
Duration: instantaneous

Similar to augury but more powerful, a Divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct Divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple Divinations about the same topic by the same caster use the same dice result as the first Divination spell and yield the same answer each time.
DIVINE AGILITY
Transmutation
Level: Divine 5 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You grant the subject a +10 enhancement bonus to Dexterity.
Divine Favour
 Evocation
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF  
Range: personal
Target: you
Duration: 1 minute

Calling upon the strength and Wis of your deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.
DIVINE INSIGHT
Divination [Holy]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

Once during the spell’s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can’t have more than one divine insight effect active on you at the same time.
DIVINE INTERDICTION
 Abjuration
Level: Divine 2 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: 10-ft.-radius emanation centred on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Will negates or None (object); see text
Spell Resistance: Yes or No (object); see text

This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the spell is cast on a creature. Divine interdiction interferes with a cleric’s connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject’s ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.
Divine Power
 Evocation [Buff]
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 minute 

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make on additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.
DIVINE SACRIFICE
Evocation [Holy]
Level: Divine 1 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 points of damage each time you make such an attack, whether or not the attack is successful.
Dominate Animal
 Enchantment (compulsion) [Plant, Shaman]
Level: Divine 3 (Exotic Common)
Casting Time: 1 round
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own Int, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster
 Enchantment (compulsion) [mind-affecting][Truename]; 
Level: Arcane 9 (Complex Common)
 Target: one creature

This spell functions like dominate person, except that the spell is not restricted by creature type.
Dominate Person
 Enchantment (compulsion) [mind-affecting][Truename, Song]
Level:   Arcane 5 (Complex Common)
Casting Time: 1 round
Components: V, S
 Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid
Duration: 1 round/level or 1 hour/ level
Saving Throw: Will negates
Spell Resistance: yes

You can control the actions of any humanoid creature through a Telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behaviour is being influenced by an Enchantment effect (see the Sense Motive skill description).
The duration is only 1 round/lvl if the target HD is higher than your CL, else it is one hour an level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.)
Changing your instructions or giving a dominated creature a new Command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on. Subjects resist this control. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from  tainted or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
Diminished Spell: Can only affect equal to your HD or less and duration is only 1 round/level
Doom
 Necromancy [fear, mind-affecting]
Level: Divine 1 (Complex Common
Casting Time: 1 standard action
Components: V, S, DF
 Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
DOOMTIDE
Evocation
Level: Divine 5 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 80 ft.
Effect: Eight 10-ft. cubes extending
straight from you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures within the area must make Will saves or be dazed for 1 round. Any creature moving into the mist, or a creature that begins its turn in the mist, must succeed on a Will save or also be dazed for 1 round. The mist filling the area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. When you cast the spell, you decide if the effect remains stationary or if its point of origin moves straight away from you at a rate of 10 feet per round.
A moderate wind disperses the effect in 4 rounds; a strong wind disperses the mist in 1 round.
DOWNDRAFT
Evocation [Air]
Level: Divine 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: Cylinder (20- ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

Downdraft sends a column of turbulent air rushing toward the earth. Airborne creatures caught in the area of a downdraft must succeed on a Reflex save or immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) if the downdraft makes them hit the ground or collide with an object. Those who succeed on the Reflex save plummet only 50 feet. Creatures already on the ground must succeed on a Reflex save or be knocked prone by the spell. 
Material Component: A balsa-wood bird carving, this is crushed underfoot.
DRACONIC MIGHT
Transmutation [Dragon, Holy]
Level: Divine 4, Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to passive defence. Finally, it has +10 to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.
DRAGON ALLY
Conjuration (Calling) [Dragon]
Level: Dragon 7, Arcane 7 (Exotic Uncommon)
Effect: One called dragon of 18 HD or less 

This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.
XP Cost: 250 XP.
DRAGON ALLY, GREATER
Conjuration (Calling) [Dragon]
Level: Arcane 9 (Exotic Uncommon)
Effect: One called dragon of 21 HD or less

This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD.
XP Cost: 500 XP.
DRAGON ALLY, LESSER
Conjuration (Calling) [Dragon]
Level: Arcane 5 (Exotic Uncommon)
Components: V, XP
Ca sting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called dragon of 15 HD or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell calls a dragon. You can ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. 
The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon.
For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per HD. 
Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. 
Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible).
XP Cost: 100 XP. Special: Sorcerers cast this spell at +1 caster level.
DRAGON BREATH
Evocation [Dragon]
Level: Divine 5, Arcane 4 (Exotic Common)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You gain the ability to breathe gout of energy as a standard action that mimics a dragon’s breath. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again. When you cast dragon breath, you choose one true dragon whose breath you’re emulating. If you choose a chromatic dragon, then the spell gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor.
Particulars for the breath weapons of each of the true dragons are provided below.
Chromatic Dragons
Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Blue: 30-ft. line of Lightning, 1d8/2 caster levels (maximum 10d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8); Reflex half.
Metallic Dragons
Brass: 15-ft. cone of sleep lasts 1d6 rounds; Will each round negates.
Bronze: 30-ft. line of Lightning, 1d8/2 caster levels (maximum 10d8); Reflex half.
Copper: 15-ft. cone of slow lasts 1d6 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
Silver: 15-ft. cone of paralysis lasts 1d6 rounds; Fort each round negates.
Material Component: A dragonscale of the appropriate color.
DRAGONSIGHT
Transmutation [Song, Dragon]
Level: Arcane 5 (Complex Rare)
Components: V, S, F
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: 1 hour (D)

You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in low-light conditions and twice as well in normal light. Your darkvision is effective out to 10 feet per caster level. You take half the normal penalties for distance on Spot checks. Your blindsense has a range of 5 feet per caster level. None of these effects stack with any low-light vision, darkvision, or blindsense you might already have. 
Focus: A dragon’s eye.
Heighten Effect: Duration 1 hour/3 levels.
DRAGONSKIN
Transmutation [Dragon]
Level: Arcane 3 (Complex Rare)
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to passive defence equal to +1 per two levels (to a maximum of +5 at 10th level), as well as energy resistance 10 against the type of energy appropriate to the color you select: acid (black or green), cold (white), Lightning (blue), or fire (red). Your energy resistance increases to 20 at 10th level.
Material Component: A dragon’s scale. Special: Sorcerers cast this spell at +1 caster level.
Drain the Life
Necromancy [Death, Taint]
Level: Deathbound 7, Arcane 7 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned.
Heighten Effect:s: Saving Throw: Fortitude partial and Reflex negates; see text
Effect: Instantaneously erupts from the subject and must be anchored to at least two opposed points—such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius become entangled. Acts as web spell Reflex to not be stuck.
Dream
 Illusion (phantasm) [mind-affecting]; 
Level: Arcane 5 (Complex Rare)
Casting Time: 1 minute
Components: V, S
Range: unlimited
Target: one living creature touched
Duration: see text
Saving Throw: none
Spell Resistance: yes

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures that don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenceless both physically and mentally (always fails any saving throw) while in the trance.
DREAM CASTING
Enchantment [Mind-Affecting]; see text
Level: Arcane 6 (Exotic Common)
Casting Time: 1 hour
Target: You and one dreamer
Duration: 24 hours/level; see text
Saving Throw: Will negates; see text

This spell functions like dream, except as noted above and that you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell; if the save succeeds, the dream casting spell can send only a message, in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries. 
Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
Charm: Your image in the dream appears particularly helpful and kind. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls when attacking you while under this effect. This is a compulsion effect.
Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.
DREAM SIGHT
Divination
Level: Dream 6
Components: S, DF
Casting Time: 1 round
Range: See text
Target: You
Duration: 1 minute/level (D)

You fall into a deep sleep while your spirit leaves your body invisibly in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed or attacked while your spirit is wandering, the spell ends immediately.
DROWN
Evocation [Water, Nature]
Level: Divine 6 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You create water in the lungs of the subject, causing it to begin drowning (DMG 304) as if it had failed to continue holding its breath. The subject’s hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to –1) and is dying. In the following round, it dies. Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
Heighten Effect:
Level: 9 Target:s: One or more creatures, no two of which are more than 30 ft. apart.
Effect: Affects multiple creatures up to two times your caster level in HD.
DUELWARD
 Abjuration
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged (D)

While a duelward spell is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.
The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.
Material Component: A miniature silk glove.
Heighten Effect: Can use duelward to counterspell once every 3 levels before it is discharged.
EARTH LOCK
 Abjuration [Earth]
Level: Arcane 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One 1-foot length of tunnel with a diameter of up to 10 feet
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You cause a 1-foot length of subterranean tunnel to constrict, “locking” it against others who might wish to traverse its length. This spell affects only naturally occurring tunnels or worked tunnels that are surrounded on all sides by unworked, natural, subterranean earth. You can affect any tunnel whose diameter does not exceed 10 feet. A square-sided or rough tunnel can also be affected, as long as its diameter at the point where the spell is cast does not exceed 10 feet. The constriction takes 1 round to complete. Any Large or smaller object or creature that partially blocks the constriction point is pushed, unharmed, to one side or the other. (A creature can decide which way to move; an object moves randomly.) A Large or larger object or creature that blocks the constriction point prevents the spell from working until moved.
You can freely pass through tunnels that you have secured with this spell. (The constriction opens and closes on your command, taking 1 round for either process). A tunnel secured with earth lock can be bypassed by others in several ways. A DC 20 Escape Artist check allows the creature making the check to squeeze through the constriction but leaves it intact. A DC 25 Strength check breaks the constriction and ends the spell. A successful dispel magic or knock spell opens the constriction—the former by ending the spell and the latter by suppressing
it for 10 minutes. If a creature burrows through the earth lock, the spell ends. The constricted tunnel can also be dug out normally.
Identifying a tunnel secured with earth lock (as opposed to a tunnel that just ends) requires a DC 20 Search check. 
Material Component: A diamond chip worth at least 50 gp, embedded in a piece of charcoal.
EARTH REAVER
Transmutation [Fire, Earth]
Level: Divine 5, Arcane 5 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

Creatures and objects within the area take 4d6 points of damage from the impact of the rock shards, as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone. 
EARTHBIND
Transmutation [Nature]
Level: Divine 2, Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You hinder the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).
EARTHEN GRACE
 Abjuration [Earth, Nature]
Level: Divine 2, Arcane 3 (Complex UnCommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You grant the subject an affinity for earth and stone. Any damage the subject takes from a stone or earthen source counts as nonlethal damage for the duration of the spell. Natural attacks by creatures made of earth or stone (such as stone golems), natural attacks by creatures of the earth subtype, and attacks by stone weapons (such as a stone hammer or a sling stone) instead deal nonlethal damage, as does falling damage when the subject lands on rock or earth. When the nonlethal damage the subject has taken (from any source) equals the subject’s current hit points, the spell ends, and any further damage from a stone or earthen source causes damage normally.
Material Component: A chunk of granite.
EARTHEN GRASP
Transmutation [Earth]
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Animated earthen arm
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes

You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise only out of earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone). Treat the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on). The arm doesn’t move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square. Doing so does not provoke attacks of opportunity. If the arm can target multiple creatures, you choose one. If you are unable to choose a target, the arm attacks a random creature within reach (possibly including your allies). Each round when it successfully pins a target, the hand deals lethal damage equal to 1d6 points + its Str modifier. The earthen arm has AC 15, hardness 4, and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.
Material Component: A miniature hand sculpted from clay.
Heighten Effect: The stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand. The stone arm has AC 18, hardness 8, and 4 hit points per caster level.
EARTHFAST
Transmutation [Earth]
Level: Divine 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One stone structure or rock formation, up to 25 cubic ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)

You reinforce a rock formation or stone structure. The earthfast spell doubles the structure’s hit points and increases its hardness to 10. This spell does not function on constructs.
Earthquake
 Evocation [Earth, Nature, Sonic]
Level: Divine 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Area 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: see text
Spell Resistance: no

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Spellcraft check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. 
Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
EASY CLIMB
Transmutation
Level: Divine 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: Vertical path 10 ft. wide and
20 ft. tall/level
Duration: 10 minutes/level (D)
Saving Throw: None (object)
Spell Resistance: Yes (object)

You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle. This effect changes the surface to the equivalent of a very rough wall (Climb DC 10).
EASY TRAIL
 Abjuration [Plant]
Level: Divine 1
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centred on you
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes

Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass. This effect essentially provides a trail through any kind of undergrowth, and you treat any trackless terrain as having a trail. Once the effect of the spell passes, the plants return to their normal shape. The DC to track anyone who travelled within the area of this spell increases by 5 (the equivalent of hiding the trail). This spell has no effect on plant creatures (that is, they aren’t pushed or held aside by its effect).
EBON EYES
Transmutation
Level:  Divine 1, Arcane 1 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name. 
Material Component: A pinch of powdered black gemstone of any type.
ECHO SKULL
Necromancy
Level: Divine 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Animal skull touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes (object)

You can see, hear, and speak through a tiny dried animal skull at any distance. As long as you and the skull remain on the same plane, you can see and hear as if you were standing where it is, and during your turn you can switch your perception from its location to your own or back again as a free action. 
Focus: A tiny dried animal skull.
ECTOPLASMIC ARMOR
 Abjuration [Force]
Level: Arcane 1 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level). This armor bonus applies only against ranged touch attacks, and incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.
ECTOPLASMIC FEEDBACK
 Abjuration [Force]
Level: Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level (D)
Saving Throw: None
Spell Resistance: See text

Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10). If the attacker has spell resistance, it applies to this effect.
EFFULGENT EPURATION
 Abjuration
Level: Arcane 9 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One magic-absorbing sphere
per caster level
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head. These spheres hover around you to provide protection from magical effects. As a standard action, you can shift the spell’s effect (and thus all the spheres) to any other creature within range. You can shift the effect once per round. Each of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject. The spheres do not automatically absorb all spells; the subject can choose whether or not to let them absorb any given spell cast upon it. (This option allows the creature to benefit from helpful spells.) Area spells and spells that do not actually have a target cannot be absorbed. Once a sphere has absorbed a spell or spell-like ability, it simply fades away. Only spells and spell-like abilities of deific power can overcome the protection provided by effulgent epuration. 
ELECTRIC JOLT
Evocation [Lightning]
Level: Arcane 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of Lightning damage.
ELECTRIC LOOP
Evocation [Lightning]
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/3 levels, each of which is adjacent to another target
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures). Each target must be in a square adjacent to another target. The spell deals 1d6 points of Lightning damage per two caster levels (maximum 5d6) to each target. A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.
Material Component: A loop of copper wire and a magnet.
ELEMENTAL BODY
Transmutation [see text]
Level: Arcane 4 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You can transform your body into a particular type of elemental substance. When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect. 
You gain darkvision 60 feet.
You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water dominant planes.
Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose. In addition, you gain the following exceptional abilities according to the element chosen: 
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 passive armor bonus. You also gain fly 60 feet (perfect), and the ability to create a whirlwind.

Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 passive armor bonus. You also gain the push ability, and the ability to earth glide.

Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 passive armor bonus. You gain resist fire 20, vulnerability to cold, and the burn ability.

Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, the ability to create a vortex, and the ability to breathe water.

Heighten effects:
Level: 5: Can change into Medium Elemental. Fire and Air get +4 Size bonus to Dex and +3 passive defence. Earth and Water get +5 passive defence and +4 Strength(earth) or Constitution(water).

Level: 6:
Can change into Large elemental. Air gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Earth gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor.
Fire gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
Water gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor 

Level: 7:
Can change into Huge elemental. Air gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor.
Fire gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
Water ain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Level: 8: Duration 20 minutes/level
Gain same as Level 7. You get +10 to poison, sleep, paralysis, and stunning effects, and it takes two critical hits in a roll to critical you. 

Air: air mastery (airborne creatures take a –1 penalty on attack rolls and damage rolls against you). 
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), +3 passive defence bonus to AC.
Fire: Fire resistance 100 
Water: water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), 
Material Component: A bit of the element in question from a plane other than the one where the spell is being cast.

Elemental Swarm
 Conjuration (summoning) [Nature] [see text];
 Level: divine 9 (Exotic Uncommon)
Casting Time: 10 minutes
Components: V, S
 Range: medium (100 ft. + 10 ft./level)
Effect: two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain. When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
EMBRACE THE WILD
Transmutation [Nature, Ranger]
Level: Divine 1 (Exotic Uncommon)
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision or  scent (your choice). You also gain a +2 bonus on Listen and Spot checks.
EMERALD FLAME FIST
Evocation [Fire]
Level: Arcane 7 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 round/level; see text
Saving Throw: See text
Spell Resistance: Yes

One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. With a standard action, you can make a melee touch attack that deals 3d6 points of fire damage +1 point per caster level (maximum +20). The creature you touch is engulfed by the fiercely hot aura of flame. Each round at the beginning of its turn, the creature is allowed a Fortitude save to prevent further damage, but on a failed save the creature is still engulfed in the flaming aura and again takes 3d6 points of fire damage +1 point per caster level (maximum +20). An engulfed creature that fails its Fortitude save can use a full-round action to attempt a DC 15 Reflex save, which extinguishes the flames and ends the spell. You can use this spell to attack an object. Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.
Endure Elements
Abjuration
Level: Divine 1, Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: yes 

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. 
ENERGIZED SHIELD, LESSER
 Abjuration [see text]
Level: Divine 2 (Simple Rare)
Components: V, S, DF
Ca sting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, Lightning, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time. The descriptor of this spell is the same as the energy type you choose when you cast it.
Heighten Effect:: Effect: the energy resistance is 10 and damage dealt is 2d6.
Energy BREATH
Evocation [See below]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You breathe forth a cone of energy: fire, cold, lightning, or acid. The cone deals 1d6 points of damage per caster level (maximum 10d6). This spell is same type as energy damage. This spell is same type as damage.
Material Component: A handful of ants (alive or dead). 

Diminish Effect: The spell deals 1d4 points of energy damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of dmg.
Heighten Effect: Range: 60 feet
Effect: You breathe out a cone of nauseating vapours. Any creature in the area must succeed on a Fortitude save or be nauseated for 2d6 rounds.

Energy Drain
 Necromancy
Level: Divine 9, Arcane 9 (Simple Common)
 Saving Throw: Fortitude partial; see text for enervation

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels, and the negative levels last longer and can kill a creature if has equal to his HD in negative levels. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level becomes permanent. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.
ENERGY EBB
Necromancy [Taint]
Level: Divine 7, Arcane 7 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell functions like enervation (PH 226), except the creature struck gains negative levels over an extended period. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as its life force slowly bleeds away. The drain can be stopped only by a successful DC 23 Heal check or the application of a heal, restoration, or greater restoration spell.
Each round after the first, on your turn, the affected creature can attempt a Fortitude saving throw to end the effect. If you strike an undead creature, that creature gains 4d4+5 temporary hit points that last for up to 1 hour.
ENERGY IMMUNITY
 Abjuration [Air, Water, Earth, Fire]
Level: Divine 6, Arcane 7 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

This Abjuration grants a creature and its equipment resistance 100 to damage from one of the five energy types—acid, cold, Lightning, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). It will stop 500 points of damage before it stops protecting you. Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
ENERGY SPHERES
Evocation [Acid, Cold, Lightning, Fire, Sonic]
Level: Arcane 4 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Five floating spheres
Duration: 1 round/level or until discharged
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text

You create a circle of five colored spheres that orbit your head at a distance of 1 foot. These spheres provide as much light as a torch and can be used offensively or defensively. Each sphere corresponds to one of the five types of energy (acid, cold, Lightning, fire, sonic).
If used to attack, on your turn as a standard action you can direct one or more spheres to strike a creature or creatures in range, no two of which are more than 30 feet apart. Each sphere deals 5 points of energy damage per five caster levels (maximum 20 points of damage) to a single creature, so an 11th-level caster’s sphere deals 10 points of energy damage. The subject can make a Reflex save for half damage against each sphere. If you are attacked with an effect that causes energy damage, and the sphere of that type of energy is still present, you can have that sphere absorb some of that energy damage. Each sphere grants you energy resistance 5 per five caster levels. If a sphere is used to absorb damage, that sphere is destroyed.
When used to attack a creature with spell resistance, make one spell resistance roll for all spheres that attack the target in a round. Success
or failure applies to all spheres striking the creature that round.
Material Component: Five glass marbles.
ENERGY TRANSFORMATION FIELD
Transmutation
Level: Arcane 7 (Exotic Rare)
Components: V, S, M, XP
Casting Time: 4 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-ft.-radius spread
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

You create a lingering zone of transformative magic that absorbs magic energy from magic items or spellcasting and uses it to power another spell tied to that location. For example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic.
The field absorbs the magic of spells cast, spell-like or supernatural abilities that are activated, and magic items used within its dimensions. Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used. Supernatural abilities that emulate spells provide energy equal to the spell level of the effect. Supernatural abilities that do not emulate spells provide energy equal to the HD of the creature using the ability. For example, a cast fireball spell or a charge from a wand of fireball would add three spell levels to the field’s store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine. Items that don’t have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide two spell levels every time it was activated because of its levitate prerequisite). Effects that are absorbed give no indication of where the magic went; they simply vanish. The field absorbs only magic that is actually used within its area. Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace, are often visibly reduced, but do not have their actual effects hindered. For example, a continual flame would dim slightly, but its overall magic would not be affected. An energy transformation field has a single spell linked to it. When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field designated by you at the time of the casting of the field. This expends those absorbed spell levels (although unused levels remain until they are used or expire). The cast spell functions as if cast by you in terms of duration and all level-based spell effects. Absorbed spell levels fade at a rate of one per day if not used. The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired. If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field’s concentration is interrupted only by its complete destruction). Spells that require a target will target the living creature nearest to the field.
Typical spells linked to an energy transformation field are blindness/deafness, fireball, suggestion, summon monster, or wall of force. Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can if the focus object is present within the field (typically sealed into a wall or in a secret compartment).
Only Mage’s disjunction, limited wish, wish, or similar spells can destroy the energy transformation field. Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell. If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area. 
Material Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond.
XP Cost: 250 XP.
ENERGY VORTEX
Evocation [see text, Na]
Level: Divine 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target:s: All creatures within a 20-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When you cast energy vortex, you choose one of four energy types: acid, cold, Lightning, or fire. A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you. If you are willing to take the damage yourself, you deal twice as much damage. You don’t get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type. The descriptor of this spell is the same as the energy type you choose when you cast it.
Enervation
 Necromancy
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S 
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray of negative energy
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes
 
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 temporary negative levels. If these negative levels equal the HD of subject it goes into a coma for duration of spell. At the end of this duration the negative levels go away with normal save to remove negative levels.  If fail this save get another save 24 hours later to remove them like normal. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Enervation
 Necromancy
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S 
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray of negative energy
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes
 
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 temporary negative levels. If these negative levels equal the HD of subject it goes into a coma for duration of spell. At the end of this duration the negative levels go away with normal save to remove negative levels.  If fail this save get another save 24 hours later to remove them like normal. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
ENHANCE FAMILIAR
Universal
Level: Arcane 3 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Enlarge Person
 Transmutation [Giant]
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (powdered iron)
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.

Heighten Effect:s:
Level: 4 Casting Time: 1 full round action Target: One humanoid creature/level, no two of which can be more than 30 ft. apart  

Level: 5  Duration: 10 minute/level (D) Range: Medium(100 ft + 10 ft/level)  
Effect: can be person or animal target. If animal target grants +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. 
ENRAGE ANIMAL
Enchantment (Compulsion) [Mind-Affecting, Ranger, Nature, Giant]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One animal
Duration: Concentration +1 round/level
Saving Throw: None
Spell Resistance: Yes

Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to Armor Class. This effect is otherwise identical to a barbarian’s rage, except that the animal is not fatigued at the end of the rage. 
Entangle
 Transmutation [Plant]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration: 5 + 1 round/level (D)
Saving Throw: Reflex partial; see text;
 Spell Resistance: no

This spell causes plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately.
Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save versus the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
ENTANGLING STAFF
Transmutation [Plant]
Level: Divine 3 (Exotic Common), Arcane 4 (Complex Uncommon)
Components: V, S, F
Casting Time: 1 swift action
Range: Touch
Target: Quarterstaff touched
Duration: 1 round/level (D)
Saving Throw: Yes (harmless, object)
Spell Resistance: Yes (harmless)

Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity. This grapple attempt does not require a separate touch attack. You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff. You can attempt to grapple creatures up to one size category larger than you. If your grapple check succeeds, your quarterstaff’s vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish). You then have two choices: 
Release: You release your opponent from the grapple. Some vines remain clinging to your foe, leaving it entangled for the duration of the spell. You can attack different enemies in later rounds with the staff, potentially grappling and constricting or entangling them.
Maintain: You maintain your hold. In subsequent rounds, you deal constriction damage with a successful grapple check. You can then choose to release or maintain the hold again. 
Focus: A quarterstaff.
Enthrall
 Enchantment (charm) [language dependent, mind-affecting, sonic, Psionic]
Level Divine 2 (Simple Uncommon)  
Casting Time: 1 round
Components: V, S
 Range: medium (100 ft. + 10 ft./level)
Target:s any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: yes

If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
ENTICE GIFT
Enchantment [Mind-Affecting]
Level: Greed 2, Arcane 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.
Entropic Shield
Abjuration
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 min./level (D)

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
ENVELOPING COCOON
Evocation [Force, Nature]
Level: Divine 6 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Cocoon of force around one
Large or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A cocoon of force encloses a creature of size Large or smaller, containing it for the spell’s duration or until the cocoon is destroyed. The cocoon has hardness 10 and 10 hit points per caster level. The enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components. The cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event). You can attach a second spell to the cocoon by casting it at the cocoon. When the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies). If the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted.
Any of the following spells from this book can be attached to an enveloping cocoon: infestation of maggots, languor, miasma, and phantasmal disorientation. In addition, a cocoon can be used in conjunction with these spells from the Player’s Handbook: baleful polymorph, blight, contagion, dominate animal, flame strike, and poison (the subject fails the initial save but can attempt the second save).
Material Component: A live caterpillar.
ERADICATE EARTH
 Abjuration [Earth, Sonic]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A shock wave radiates from you, seismically damaging all nearby creatures that have the earth subtype. Any such creature that is within the area of the spell takes 1d8 points of Sonic damage per caster level (maximum 10d8).
Material Component: A small stone.
Erase
 Transmutation [Giant]
Level:   Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one scroll or two pages
Duration: instantaneous
Saving Throw: see text
Spell Resistance: no

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
ETHEREAL CHAMBER
Evocation [Force]
Level: Arcane 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ethereal creature
Du ration: 1 round/level
Saving Throw: Reflex negates
Sp ell Resistance: Yes

You create a translucent prison of pure crystalline force around a target on the Ethereal Plane. You must be able to see or otherwise target the creature you wish to affect. The subject affected by the chamber cannot move on either the Ethereal Plane or its coterminous planes for the duration of the spell but is otherwise unaffected. The subject cannot move onto another plane while inside the chamber, including the Material Plane. The subject within the crystalline prison cannot make physical attacks or be attacked and is unaffected by most spells and supernatural abilities. Gaze attacks and sonic spells function through the walls of the crystalline prison, but a creature within the chamber gains a +2 bonus on saving throws. The target of ethereal chamber can break the crystalline prison by making a Strength check (DC 10 + caster level). A disintegrate spell destroys an ethereal chamber.
Material Component: A piece of translucent glass.
 
Ethereal Jaunt
 Conjuration
Level: Divine 7, Arcane 7 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 round/level (D)

You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects andAbjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
Etherealness
 Conjuration
Level: Divine 9, Arcane 9 (Complex Uncommon)
Range: touch; see text
Target:s you and one other touched creature per three levels
Duration: 10 min./level (D)
Spell Resistance: yes

This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence.
EVIL GLARE
Necromancy [Taint, Fear, Mind-Affecting]
Level: Divine 7, Arcane 7 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 feet
Target: Living creatures
Duration: 1 round/level; see text
Saving Throw: Will negates
Spell Resistance: Yes

Immediately upon completion of the casting of this spell, you target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds. The target gets a save each round to be effected; passing a save does not stop additional saves. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).
Once per round after that for the duration of the spell, you can target another creature with your glare as a standard action. You can’t target the same creature twice with a single casting of the spell, regardless of the outcome of its saves.
EXACTING SHOT
Transmutation [Ranger]
Level: Divine 2
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Ranged weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

All rolls made to confirm critical threats by the target weapon against your favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also ignores any miss chance due to concealment whenever you fire at a favored enemy (unless the target has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect on it. 
EXCAVATE
Transmutation [Earth]
Level: Arcane 8 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As with passwall, this spell allows you to create a passage through wooden, plaster, or stone walls, but not through metal or harder materials. If a wall’s thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions. Several excavate spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike passwall, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent.
Material Component: A pinch of excavated earth.
Expeditious Retreat
 Transmutation
Level:   Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 round/level (D)

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jumping skill).
EXPLOSIVE CASCADE
Evocation [Fire]
Level: Arcane 4 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level, all of which must be connected in one continuous path (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a path of flame when you cast this spell. Anything along this path takes 1d6 points of fire damage per caster level (maximum 10d6) to all creatures and objects it touches. The flame lights up the area as if it were a torch, and small sparks and decaying flames remain in the area for 1 round, shedding light as candles but dealing no damage. A creature or object can be affected only once by each casting of this spell. If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has area remaining.
Material Component: Bat guano, sulfur, and copper packed into a metal tube with one closed end.
Explosive Runes
Abjuration [force]
Level: Arcane 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one touched object weighing no more than 10 lb.
Duration: permanent until discharged (D)
Saving Throw: see text
Spell Resistance: yes
 
You trace these mystic runes upon a book, map, scroll, or similar
object bearing written information. The explosive runes detonate
when read, dealing 6d6 points of force damage. Anyone within 10 feet takes the full damage with no saving throw; any other creature within 20 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.
 
EXPUNGE THE SUPERNATURAL
 Abjuration [Truename]
Level: Divine 8, Arcane 8 (Simple Uncommon)
Components: V, S, T, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell functions as spurn the supernatural, except that its effect is permanent and it eliminates only one supernatural ability, no matter how high your Truespeak check. Your target loses the chosen supernatural ability until it undergoes a ritual of renaming or is the target of a wish or miracle spell. If the subject has a temporary supernatural ability, it loses that ability, but this spell does nothing to prevent the subject from gaining the same or other supernatural abilities later.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re targeting.
XP Cost: 500 XP.
EXTRACT WATER ELEMENTAL
Transmutation [Water]
Level: Divine 6, Arcane 6 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. This spell has no effect on living creatures with the fire subtype.
EYE OF POWER
Divination (Scrying)
Level: Arcane 9 (Complex Common)
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like arcane eye (PH 200), except as noted here. You can cast any spell of 3rd level or lower that has a range other than personal through the eye. Any spell so cast functions as though it had been cast from the eye’s location rather than yours. Casting any spell of higher than 3rd level through the eye not only produces no effect (though the spell is still expended), but it destroys the eye of power and ends the spell. Unlike an arcane eye, an eye of power is visible and corporeal, so it can be destroyed. The eye is a Fine object with AC 18 and 77 hit points. It uses your save bonuses for saving throws. Material Component: A bit of bat fur.
EYE OF THE HURRICANE
 Abjuration [Air, Nature]
Level: Divine 4
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centred on you, with 10-ft.-radius quiet area centred on you
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected.
The storm that surrounds you has hurricane-force winds spinning in a circle with you at the centre. Normal ranged attacks through the hurricane’s windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a –8 penalty on the attack roll.
Creatures who move inside the spell’s area suffer effects depending on their size and whether they’re airborne. Each creature must make a saving throw at the beginning of its turn or when it enters the affected area. Medium or smaller creatures must succeed on a Fortitude save or be knocked 1d4+10 feet away from the eye of the hurricane’s centre and take 1d4 points of nonlethal damage per 10 feet travelled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6+10 feet and take 2d6 points of nonlethal damage. Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6+10 feet. Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6+5 feet.
Gargantuan and Colossal creatures can move through the spell’s area without adverse consequences. Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the spell’s area or whenever they move back into it.
The spell’s area is effectively a sphere. Although the area is centred on you, you’re not within the wind. If you move, the eye of the hurricane moves as well to keep you in the centre. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves when your movement brings the area of wind upon them. Thereafter, if you move the spell area into a square occupied by another creature, that creature makes a Fortitude save at the beginning of its next turn (assuming the windy area of the spell is still on it).
 Eyebite
 Necromancy [Taint]
Level: Arcane 6 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 round/level
Saving Throw: Fortitude negates; Spell Resistance: yes
 
You tap into the dark energies of the universe to be able to give creatures the tainted eye. Each round, you may target a single living creature, striking it with waves of tainted power. Depending on the target’s HD, compared to your CL this attack has as many as three effects.
HD			Effect:
Equal or more		Sickened
5 or more less		Panicked, sickened
9 or more less		Comatose, panicked, sickened
The effects are cumulative and concurrent.
 
Sickened: Sudden pain and fever sweeps over the subject’s body.
A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.
 
Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, this is a fear effect.
 
Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.
 
You must spend a move action each round after the first to target a foe and must be able to stare at him (giving him the tainted eye so to speak).
EYES OF THE KING
Conjuration (Summoning) [Taint]
Level: Hunger 6
Components: V, S, M
Casting Time: 1 minute
Range: Unlimited
Effect: Magical sensor
Duration: Concentration + 5 rounds, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You summon four fiendish dire bats (MM 62) that blaze with a faint ghoul green light (they glow as bright as a candle). These fiendish dire bats have damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack that provides a +4 bonus on one damage roll. The bats allow you to see through their eyes, from their perspective, using your own visual senses. If you have darkvision, low-light vision, or spells cast that enhance your visual senses, such as true seeing or see invisibility, you continue to gain the benefit of those abilities or spells through the eyes of your bat minions. The bats also give you the benefit of their blindsense ability for the purpose of viewing their surroundings for the duration of the spell. You can summon the bats at any point you can see, but they can then travel outside your line of sight without hindrance. Even while outside your line of sight, they follow your mental directions on where to explore. The dire bats travel together, never separating by more than 40 feet. They fly with a speed of 40 feet if viewing an area ahead as a human would (primarily looking at the floor) or at half speed (speed 20 feet) if examining the ceiling and walls as well as the fl oor ahead. The bats can travel in any direction as long as the spell lasts. You must concentrate to control the dire bats. If you do not concentrate, the bats move to attack the closest active creature. Once concentration lapses, the spell ends 5 rounds later.
Material Component: A bit of bat fur
Faerie Fire
 Evocation [light, Fey]
Level: Divine 1, Arcane 1(Simple Common)
Casting Time: 1 standard action
Components: V, S, DF  
Range: long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
FAITH HEALING
Necromancy
Level: Divine 1 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy.
FALSE GRAVITY
Transmutation
Level: Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
 
The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal. The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.
Material Component: A pair of magnets.
False Life
 Necromancy
Level: Arcane 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, M (a drop of blood)
Range: personal
Target: you
Duration: 1 hour/level or until discharged; see text

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
False Vision
Illusion (glamer)
Level:   Arcane 5 (Simple Uncommon) 
Casting Time: 1 standard action
Components: V, S, M (crushed jade worth 250 gp)
Range: touch
Area 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

Any Divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.
FAMILIAR POCKET
Universal
Level: Arcane 1 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One container or garment with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fi t inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own.
Once inside, the familiar has total cover and total concealment, and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks). You continue to gain the special ability granted by your familiar. While inside the pocket, the familiar continues to benefit from the share spells ability as if it were adjacent to you.
The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), the familiar appears in your space unharmed.
Material Component: A tiny golden needle and a strip of fi ne cloth given a half twist and fastened at the ends.
FANTASTIC MACHINE
Conjuration [Creation]
Level: Craft 6, Gnome 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A 10-ft. machine
Duration: 5 rounds + 1/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a bizarre, but useful, machine that you can command to perform any simple, physical task that can be described in twenty five words or less. You can order the machine to perform the same task over and over, but you can’t change the task. You must specify the task when you cast the spell. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.)
The machine functions as a Large animated object (MM 13). It trundles over the ground at a speed of 40 feet. It can swim or fl y at a speed of 10 feet (clumsy). It has 22 hit points, AC 14 (–1 size, +5 natural), and hardness 10. It’s saving throw modifiers are Fortitude +1, Reflex +1, Will –4.
The machine has Strength of 16. A light load for the machine is up to 172 pounds; a medium load is 173–346 pounds; and a heavy load is 347–520 pounds. The machine can fly or swim only when lightly loaded. The machine can lift a weight of up to 1,040 pounds to a height of 15 feet. It can push or drag 2,600 pounds. It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds). It can excavate sand or loose soil at twice that rate. The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage. It deals triple slam damage (3d8+12) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of +3. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+4 points of damage.
FANTASTIC MACHINE, GREATER
Conjuration[Creation]
Level: Craft 9

This spell functions like fantastic machine, but you can concentrate on controlling the machine’s every action or specify a simple program, such as to collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. The machine can perform only fairly simple physical tasks. Directing the machine’s actions or changing its programmed movement is a standard action for you. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) Except where noted below, the machine functions as a Large animated object (MM 13) constructed from adamantine. It trundles over the ground at a speed of 60 feet. It can swim or fly at a speed of 20 feet (poor). It has 16 HD, 88 hit points, AC 20 (–1 size, +11 natural), and hardness 20. Its saving throw modifiers are Fortitude +5, Reflex +5, and Will +0.
The machine has Strength of 22. A light load for the machine is up to 346 pounds, a medium load is 347–692 pounds, and a heavy load is 693–1,040 pounds. The machine can fl y or swim only when lightly loaded. The machine can lift a weight of up to 2,080 pounds to a height of 15 feet. It can push or drag 5,200 pounds. It can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round). It can excavate sand or loose soil at twice that rate. The machine makes slam attacks with an attack bonus of +17/+12 for 1d8+9 points of damage. It deals triple slam damage (3d8+27) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of +12/+7. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage.
FAVOR OF THE MARTYR
Necromancy [Holy]
Level: Divine 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One willing creature
Duration: 10 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell. It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at –1 to –9 hit points and can take a single action each round while in that state, and does not lose hit points for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell’s duration.
(Thus, an unconscious subject becomes conscious and functional.) When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration of this spell do not resume when it ends. In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.
FAVORABLE SACRIFICE
 Abjuration
Level: Divine 3 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack. By expending 250 gp, you grant the subject damage reduction 5/magic; resistance to acid, cold, Lightning, fire, and sonic 10; and spell resistance equal to your caster level. By expending 1,000 gp, you grant the subject damage reduction 10/magic; resistance to acid, cold, Lightning, fire, and sonic 15; and spell resistance equal to your caster level +5. By expending 10,000 gp, you grant the subject damage reduction 20/magic; resistance to acid, cold, Lightning, fire, and sonic 20; and spell resistance equal to your caster level +10.
Material Component: Gems worth a total of 250 gp, 1,000 gp, or 10,000 gp.
Fear
 Necromancy [fear, mind-affecting];
 Level:   Arcane 4 
Casting Time: 1 standard action
Components: V, S, M (the heart of a hen or a white feather)  
Range: 30 ft.
Area cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: yes

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. 
 FEARSOME GRAPPLE
Transmutation
Level: Arcane 2 (Simple Uncommon)
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level

You grow two tentacles that grant you a +4 circumstance bonus on grapple checks. These tentacles cannot attack, hold objects, manipulate items, or perform any action other than grappling. If your caster level is at least 9th, you grow four tentacles instead, and the circumstance bonus increases to +8.
Feather Fall
 Transmutation [Fey]
Level:   Arcane 1 
Casting Time: 1 immediate action
Components: V  
Range: close (25 ft. + 5 ft./2 levels)
Target:s one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: yes (object)

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Feeblemind
 Enchantment (compulsion) [mind-affecting, curse]; 
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a handful of clay, crystal, or glass spheres)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 10 minutes/level
Saving Throw: Will negates; see text
Spell Resistance: yes

If the target creature fails the Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
FELL THE GREATEST FOE
Transmutation
Level: Divine 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature. 
Material Component: A dragon’s claw or a giant’s fingernail.
FIELD OF GHOULS
Necromancy [Death, Taint]
Level: Hunger 7
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centred on you
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.
The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.
FIELD OF ICY RAZORS
Evocation [Cold]
Level: Arcane 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: One creature/level, no two of which are more than 60 ft. apart
Duration: Instantaneous plus 1 round/level; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6); half of this damage is cold damage, and half is slashing. In addition, each target’s speed is reduced by 20 feet for 1 round per caster level. Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected. 
Focus: A silver shuriken worth 50 gp that looks like a snowflake.
FIENDFORM
Transmutation [Taint]
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell (MM 287), size Small or Medium. You can assume only one form with each use of the spell, and you gain burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. 
Material Component: A bone from any fiendish creature, half-fiend, demon, or devil. 
Heighten Effects:
Level: 6: Can change into any Tiny or Large Outsider from same list of summon monsters and can gain: burrow 60 feet, climb 90 feet, fly 120 feet (good manoeuvrability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, web, and any 1st level spell-like ability up to 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements.
Level: 7: Can change into any Huge Outsider and can gain: rend (2d6 damage), DR, regeneration 5, trample, can use any SPA up to 3rd level as many as 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements. 

Gain following when change into outsider
Tiny: you gain a  +8 size bonus to your Dexterity, and a +3 passive bonus.
Small: gain a +4 size bonus to your Dexterity, and a +2 passive bonus.
Medium: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +4 passive bonus
Large: +8 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 passive armour bonus, low-light vision, and a +10 foot enhancement bonus to your speed
Huge:+10 size bonus to Strength, 2 penalty to Dexterity, a +8 size bonus to Constitution, a +8 passive armour bonus,  
FIERCE PRIDE OF THE BEASTLANDS
Conjuration (Summoning) [Chaotic]
Level: Divine 8, Arcane 8 (Complex Uncommon)
Components: V, S
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

When the spell is complete, 2d4 celestial lions (MM 274) appear. Ten minutes later, 1d4 celestial dire lions (MM 63) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. A celestial lion called by this spell has damage reduction 5/magic; resistance to acid 5, cold 5, and Lightning 5; spell resistance 9; and a smite evil attack that provides a +5 bonus on one damage roll. A celestial dire lion called by this spell has damage reduction 5/magic; resistance to acid 10, cold 10, and Lightning 10; spell resistance 13; and smite evil attack that provides a +8 bonus on one damage roll. The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.
FIND TEMPLE
Divination
Level: Divine 1 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 miles + 1 mile/level
Area: Circle centred on you, with a radius of 10 miles + 1 mile/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

With this spell, you can easily find a place to worship and possible aid or shelter from the priests within. When the spell is cast, you sense the direction of the nearest temple to your god. If there is none within the spell’s area, the spell instead shows you the direction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past (seeing the temple through a Divination does not count).
Find the Path
 Divination
Level: Divine 6 (Complex Uncommon)
Casting Time: 3 rounds
Components: V, S, F( Something from the location)
Range: personal or touch
Target: you or creature touched
Duration: 10 min/level
Saving Throw: none or Will negates (harmless);
 Spell Resistance: no or yes (harmless)
 
The recipient of this spell can find the shortest, most direct physical route to a large specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is large. For example, a hunter’s cabin is not large enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as “outside the maze.” This Divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). In order for this spell to work the caster must have something from the location they are searching for.
Find Traps
 Divination
Level: Divine 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level

You gain intuitive insight into the workings of traps. You can use the search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on search checks made to find traps while the spell is in effect. Note that find traps grants no ability to disable the traps that you may find.
FINS TO FEET
Transmutation [Nature]
Level: Divine 2 (Exotic Common), Arcane 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The naga’s lower extremities thrash about and slowly transform into humanoid limbs.
This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess, but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet. The subject loses any natural attacks based on its tail or tentacles.
Fire Seeds
 Transmutation [Fire, Plant]
Level: Divine 6 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, M (the acorns or holly berries)
Range: touch
Target:s up to 4 touched acorns or up to 8t touched holly berries
Duration: 10 min./level or until used
Saving Throw: none or Reflex half; see text
Spell Resistance: no
 
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
 
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 15d6), divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
 
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level (Max+10) to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
 
Fire Shield
 Evocation [fire or cold]
Level: Arcane 4 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)
Range: personal
Target: you
Duration: 1 round/level (D)

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the fire shield protects against fire-based attacks) or fire damage (if the fire shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The colour of the flames is blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows. 
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. 
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Heightened Spell: Can use acid shield or lightning shield as well. Works like warm and chill shields. Also damage is 2d6+1.
FIRE SHIELD, MASS
Evocation [Fire or Cold]
Level: Arcane 5 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +5 ft./2 levels)
Target:s: One or more allied creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like fire shield (PH 230), except as noted above.
FIRE SHURIKEN
Evocation [Fire]
Level: Divine 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One magic shuriken/3 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates shuriken formed of magical fire that you can throw as a normal ranged attack. You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19–20, and deal 3d6 points of fire damage each on a successful hit (although you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including your Strength bonus and sneak attack damage) is also fire damage. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects. You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.
Material Component: A shuriken coated with pine sap and sulfur.
FIRE SPIDERS
Conjuration (Summoning) [Fire]
Level: Arcane 6 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Fiery spiders that cover a 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

You call forth a teeming mass of fire elementals the size of common spiders. A creature that starts its turn in the affected area takes 4d6 points of fire damage. Each round, you can use a move action to direct the spiders to move up to 30 feet. If the spiders are left undirected, they move at a speed of 15 feet toward the nearest living creature, if one isn’t already in the affected area. As fire elementals, the fire spiders have resistance to fire 100 and are thwarted by barriers that block neutral outsiders. Any cold spell of 3rd level or higher can disperse the fire spiders, ending the spell.
Material Component: A pinch of sulfur.
Fire Storm
 Evocation [fire]
Level: Divine 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area two 10-ft. cubes per level (S)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
Fire Storm
 Evocation [fire]
Level: Divine 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area two 10-ft. cubes per level (S)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
FIRE STRIDE
Transmutation [Teleportation]
Level: Arcane 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until expended; see text

You draw arcane power into your body, wrapping your feet and legs with wisps of flame.
You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered “fires” for the purpose of this spell, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. + 40 ft./level) and can transport yourself to one of them.
Each transport counts as a full-round action. With each casting of the spell, you can transport yourself once per caster level. If a fire’s location doesn’t offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there.
Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.
Fire Trap
Abjuration [fire, Nature]
Level: Divine 2 (Exotic Common), Arcane 4 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M (gold dust worth 25 gp)
 Range: touch
Target: object touched
Duration: permanent until discharged (D)
Saving Throw: Reflex half; see text
Spell Resistance: yes

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spell’s centre. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s centre. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
FIRE WINGS
Transmutation [Fire, Nature]
Level: Divine 3 (Exotic Common)
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 10 minute/level

This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at a speed of 30 feet (or 20 feet if you wear medium or heavy armor), with good maneuverability.
You can charge but not run while flying and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally.
If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven’t already landed. Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field. If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons. A successful attack deals 2d6 points of fire damage. The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Material Component: The feather of a bird, which you must burn when you cast the spell.
Focus: A golden amulet shaped like a phoenix (worth 150 gp).
Fireball
 Evocation [fire]
Level: Arcane 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a ball of bat guano and sulphur)
Range: long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
FIREBRAND
Evocation [Fire]
Level: Arcane 5 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: One 5-ft.-radius burst/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round action with a successful DC 15 Reflex save. Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).
Material Component: A flask of alchemist’s fire (worth 20 gp).
FIREBURST
Evocation [Fire]
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).
Material Component: A bit of sulfur. 
FIREBURST, GREATER
Evocation [Fire]
Level: Arcane 5 (Complex Uncommon)
Effect: Burst of fire extending 15 ft. from you
This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).
FIRES OF PURITY
Evocation [Fire, Nature]
Level: Divine 6 (Exotic UnCommon), Purification 6, Arcane 6 (Complex UnCommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes (harmless); see text

The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature. With a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect. Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears. The subject of fires of purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.
FIREWARD
 Abjuration [Fire]
Level: Divine 5 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell functions like quench, except as noted above. In addition, it has the following effects. While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell’s area is immediately extinguished as well.
FIST OF STONE
Transmutation [Earth]
Level: Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute

You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purposes of attack rolls, grapple checks, or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty, or a –2 penalty if you have the Multiattack feat (MM 304), as part of a full
attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).
Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect.
Material Component: A pebble inscribed with a stylized fist design.
Flame Arrow
 Transmutation [fire]
Level: Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a drop of oil and a small piece of flint)
Range: close (25 ft. + 5 ft./2 levels)
Target: fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Flame Blade
Evocation [Nature, Fire]
Level: Divine 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: 0 ft.
Effect: sword-like beam
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: yes

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10).
Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
The spell does not function underwater.
FLAME DAGGER
Evocation [Fire]
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A daggerlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

You create a bladelike beam that you can wield as if it were a dagger. Attacks with a flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage.
A flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. This spell does not function underwater.
Material Component: A candle.
Flame Strike
 Evocation [fire]
Level: Divine 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area cylinder (10-ft. radius, 40 ft. high)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). 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.
FLAME WHIPS
Transmutation [Fire]
Level: Arcane 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Flaming whips
Duration: 1 round/level (D)

Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deal 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs. While this spell is in effect, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.
Flaming Sphere
 Evocation [fire]
Level: Arcane 2
Casting Time: 1 standard action
Components: V, S, M/DF (tallow, brimstone, and powdered iron)
Range: medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Heighten Effect:s:
Level: 5
Effect: deals 1d6 points of Lightning damage per caster level (maximum 15d6), though a successful Reflex save negates that damage. Material Component: A handful of copper and iron pellets.
Flare
 Evocation [light]
Level: Divine 0, Arcane 0
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Effect: burst of light
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1d4 rounds unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
FLASHBURST
Evocation [Light]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

Flashburst creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds. A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.
Material Component: A pinch of sulfur or phosphorus.
FLENSING
Transmutation [Taint]
Level: Arcane 8 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: 4 rounds
Saving Throw: Fortitude partial;see text
Spell Resistance: Yes

When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma.  Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell. Flensing has no effect on creatures in gaseous form.
Material Component: An onion.
Flesh to Stone
 Transmutation [Earth]
Level: Arcane 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (lime, water, and earth)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes

The subject takes 2d6+ ½ caster level in Dexterity damage. If their Dexterity reaches 0, the subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.
FLESHSHIVER
Necromancy
Level: Arcane 6 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect.
In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds.
Material Component: A bone, which is snapped during the casting of the spell.
FLIGHT OF THE DRAGON
Transmutation [Dragon]
Level: Arcane 4 (Complex Rare)
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

A powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).
Material Component: A dragon’s wing claw.
Special: Sorcerers cast this spell at +1 caster level.
Floating Disk
 Evocation [force]
Level: Arcane 1 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, M (a drop of mercury)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its centre. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
FLOATING DISK, GREATER
Evocation [Force]
Level: Arcane 4 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.- diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground.
This spell functions like  floating disk, except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it
move with a fl y speed of 20 feet (perfect). This allows you to sit on the disk and command it to carry you about. 
Material Component: A drop of mercury.
Fly
 Transmutation [Air]
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a wing feather)
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
 
The subject can fly at a speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its manoeuvrability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry  aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to half your caster level.
Should the spell duration expire while the subject is still aloft, the
magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject does not descends safely in this way if the fly spell is dispelled.
Heightened: Speeds goes to 60, and duration goes to 1 hour every 2 levels. 
FLY, MASS
Transmutation [Air]
Level: Arcane 5 (Complex Uncommon)
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. Apart

As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet.
This spell functions like fly, except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.
Fog Cloud
 Evocation [Air, Nature]
Level Divine 2 (Exotic Common), Arcane 2 (Complex Uncommon) 
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft. level)
Effect fog spreads in 20-ft. radius, 20 ft. high
Duration 10 min./level
Saving Throw none
Spell Resistance yes
 
A bank of fog billows out from the point you designate. The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud’s new spread each round based on its new centre, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapours are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks.  The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.
Heighten spells: 
Arcane:
Level: 3 A Duration: 1 round./level Effect: it must make a Fortitude save or contract a disease equivalent to the shakes (DMG 292), which strikes immediately (no incubation period). Magic Shakes: Frequency 1/hour Effect 1d8 Dex damage; Cure 2 consecutive saves.

Level: 4 A Effect: fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. Prevent effective ranged weapon attacks. can’t take a 5-foot step while in fog. A creature or object that falls into  fog is slowed, so that each 10 feet of vapour that it passes through reduces falling damage by 1d6. only a severe wind (31+ mph) disperses these vapours, and it does so in 1 round.

Level: 5 A: Duration: 1 round./level Effect: vapours are yellowish green and poisonous. These vapours automatically kill any living creature with 3 or fewer HD (no save) if Con damage brings their Con to 0. A living creature with 4 to 6 HD takes Con damage unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).  Each round those that are 3 or less HD take 1d6 + 1/2 CL in Con damage. Those HD 4 to 6 that fail take same dmg as 3 HD.
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. Moves away from you at 10 feet per round, rolling along the surface of the ground.

Level: 6 A: [Cold or Acid] Effect: Each round on your turn, the frigid or acid mist deals 2d6 points of cold damage to each creature and object within it. If cold, coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone 
Divine:
Level: 5 D: Emanation centred on you. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath. The cloud of mist leaves everything within its area damp.

FORCE CHEST
Evocation [Force]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Box of force 2 ft. On a side
Duration: 24 hours/level (D)
Saving Throw: None
Spell Resistance: No

This spell brings into being a lidded box of force. The box appears in your hands, and you can choose to make it either invisible or merely translucent. The chest has no weight worth noting. Solid walls of force form the chest’s five sides and lid. You and other creatures cannot open the lid except by first speaking the password (determined by you at the time of casting). Both objects and Tiny and smaller creatures can fit in the box; it holds enough air to supply one Tiny, two Diminutive, or four Fine creatures for 1 hour. Like a wall of force spell, a force chest is immune to damage of all kinds but has a break DC of 3x CL and resists dispel magic, but it is susceptible to disintegrate and Mage’s disjunction, and it can be destroyed by a sphere of annihilation or a rod of cancellation. The box is a spell effect, and Disable Device and Use Magic Device cannot open it.
Material Component: A 2-inch-square glass cube.
FORCE CLAW
Evocation [Force]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Invisible claw of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Force claw creates a Medium claw of invisible force at any spot you designate within the spell’s range. The claw guards the area of a 20-foot cube that you specify. You can move the claw’s location up to 60 feet to another point within range each round on your turn as a move action.
The claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a +10 bonus on
the attack roll and deals 1d8+6 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.
Material Component: A small, dried claw from an animal.
FORCE LADDER
Evocation [Force]
Level: Arcane 2 (Simple Rare)
Components: V, S, F
Ca sting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ladder of force up to 60 ft. long
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You create an immobile transparent ladder made of force. The ladder is 2 feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart. The ladder functions as a normal ladder and can support any weight. It can be destroyed by anything that destroys a wall of force.
Focus: A miniature silver ladder (50 gp).
FORCE MISSILES
Evocation [Force]
Level: Arcane 4 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: Up to four creatures, no two
of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Forcecage
 Evocation [force]
Level: Arcane 7 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Area barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: no
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but is vulnerable to a disintegrate spell, and can be destroyed by a sphere of annihilation or a rod of cancellation. A creature can try to break through forcecage but it has a break DC of 3x CL.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides
FORCEWARD
 Abjuration [Force]
Level: Arcane 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 round
Range: 15 ft.
Effect: 15-ft.-radius sphere centred on you
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You create an unmoving, transparent sphere of force centred on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures, or creatures with the force descriptor must make a Will save
to enter the area of the sphere. Forceward does not push a creature out of the way if you move toward an incorporeal creature or force effect,
and such creatures are treated as if they automatically succeeded on their saving throws against this spell.
FORCEWAVE
Evocation [Force]
Level: Arcane 4 (Simple Rare)
Components: V, S, F
Casting Time: 1 swift action
Range: 10 ft.
Effect: 10-ft. burst of force centred on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell initiates a bull rush against all creatures within 10 feet. The forcewave has a +10 bonus on the bull rush attempt. All creatures are pushed to the extent of the bull rush result, and the result of the bull rush can push creatures beyond the spell’s normal range.
Focus: A small piece of string and a drop of water.
Foresight
 Divination [Psionic, Buff]
Level: druid 9, Arcane 9 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a hummingbird’s feather)
Range: personal or touch
Target: see text
Duration: 10 min./level
Saving Throw: none or Will negates (harmless); 
Spell Resistance: no or yes (harmless)

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +4 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. It also gives you Evasion.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
FORESTFOLD
Transmutation [Plant]
Level: Divine 3 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You change your colouring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.
Form of the Dragon
 Transmutation (polymorph) [Dragon]
Level: Arcane 7 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, M (a scale of the dragon type you plan to assume)
Range: personal
Target: you
Duration: 3 round/level (D)
Save see below; 
Spell Resistance: no

When you cast this spell you assume the form of a Medium chromatic or metallic dragon. You gain the following abilities: assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +6 passive defence bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons are 80-foot lines and cones are to 40-foot cones.
Black dragon: acid, resist acid 20, swim 60 feet
Blue dragon: of Lightning, resist Lightning 20, burrow 20 feet
Green dragon: cone of acid, resist acid 20, swim 40 feet
Red dragon: cone of fire, resist fire 30, vulnerability to cold
White dragon: cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: line of Lightning, resist Lightning 20, swim 60 feet
Copper dragon: line of acid, resist acid 20, spider climb (always active)
Gold dragon: cone of fire, resist fire 20, swim 60 feet
Silver dragon: cone of cold, resist cold 30, vulnerability to fire.
Diminished Effect: Medium size dragon, a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, a +4 passive defence bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon 60 line, 30 cone, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon that you transform into. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage. 
Heightened Effect: Huge chromatic or metallic dragon.  +10 enhancement bonus to Strength, a +8 enhancement bonus to Constitution, a +8 passive defence bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.
FORTIFY FAMILIAR
Universal
Level: Arcane 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its passive defence. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.
FORTUNATE FATE
Necromancy
Level: Divine 7 (Simple Rare)
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to –10 or below). When this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target. If the effect is one that causes harm in a way that a heal spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature’s death.
FOUNDATION OF STONE
Transmutation [Earth]
Level: Divine 1, (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped. If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.
Freedom
Abjuration
Level: Arcane 9 (Simple Common)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels) or see text
Target: one creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes

The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrifaction, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.
Freedom of Movement
Abjuration [Buff]
Level Divine 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a leather strip bound to the target), DF
Range: personal or touch
Target: you or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target get +10. 
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
FREEZE
Evocation [Cold, Nature]
Level: Druid 6 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/2 levels
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster’s hand. The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can’t swim but, because ice floats, the encased swimmer will rise to the surface and bob about. A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.
Freezing sphere
Evocation [Cold]
Level: Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a small crystal sphere)
Range: long (400 ft. + 40 ft./level)
Target:, Effect:, or Area see text
Duration: instantaneous or 1 round/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: yes

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level.
Creatures that were swimming on the surface of targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centred on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.
FUGUE
Evocation [Sonic, Song]
Level: Arcane 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: Concentration, up to
1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures that fail their save become affected by the haunting fugue in semi random ways. On each affected creature’s turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim’s mind and body are affected by the spell. You can select any of the effects for which your Perform check equals or exceeds the required DC.
DC Result
15 Victim takes 3d6 points of nonlethal damage
20 Victim takes 3d6 points of sonic damage
25 Victim is knocked prone
30 Victim is nauseated for 1 round
35 Victim is stunned for 1 round
40 Victim attacks nearest target
All creatures that succeed on their saves against the spell are disoriented and take a –2 penalty on attack rolls and skill checks as long as they remain in the affected area.
Focus: A miniature violin bow made of platinum worth 250 gp.
FUSE ARMS
Transmutation
Level: Divine 2, Arcane 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature with at least two arms or tentacles touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Convulsing, the touched subject’s limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs.
You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as
arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected). For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has
three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected). The loss of limbs might reduce the number of attacks available to the subject.
If the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.
DC Result
15 Victim takes 3d6 points of nonlethal damage
20 Victim takes 3d6 points of sonic damage
25 Victim is knocked prone
30 Victim is nauseated for 1 round
35 Victim is stunned for 1 round
40 Victim attacks nearest target
All creatures that succeed on their saves against the spell are disoriented and take a –2 penalty on attack rolls and skill checks as long as they remain in the affected area.
Focus: A miniature violin bow made of platinum worth 250 gp.

Gaseous Form
 Transmutation [Air]
Level:   Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: S, M/DF (a bit of gauze and a wisp of smoke)
Range: touch
Target: willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: none
Spell Resistance: no

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including passive defence) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/ magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet and it automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Gate
 Conjuration (creation or calling) [Truename]; 
Level: Divine 9(Complex Common), Arcane 9(Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (see text)
Range: medium (100 ft. + 10 ft./level)
Effect: see text
Duration: instantaneous or concentration (up to 1 round/level);
see text
Saving Throw: none
Spell Resistance: no

Casting a gate spell has two effects. 
First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may then call a particular individual or kind of being through the gate that you have the truename for.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you).
It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not. 
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travellers need not join hands with you—anyone who chooses to step through the portal is transported.
A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell and using it name correctly(with Spellcraft check), you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an material cost of 5,000 gp in rare incense and offerings.
If you choose to call a kind of creature instead of a known individual, you may call either a single creature (of up to your HD) or several creatures if have the race truename. You can call and control several creatures as long as their HD total does not exceed your caster level.
In the case of a single creature, you can control it if its HD do not exceed your caster level. A single creature with more HD than your caster level can’t be controlled. 
Deities and unique beings cannot be controlled in any event.
An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. Some creatures may want their payment in “livestock” rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it becomes a spell of that type.
Geas , Lesser
 Enchantment [language-dependent, mind affecting];
Level:   Arcane 4 (Simple Uncommon)
Casting Time: 1 round
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature with 7 HD or less
Duration: 1 day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: yes

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by breakEnchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.
Geas/Quest
 Enchantment [language-dependent, mind affecting];
Level Divine 6 (Simple Common), Arcane 6 (Simple Uncommon)
Casting Time: 10 minutes
Target: one living creature
Saving Throw: none
Spell Resistance: yes

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. BreakEnchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.
GEMBOMB
Evocation [Force]
Level: Gnome 2, Trade 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Gem touched
Du ration: 10 minutes/ level or until used
Saving Throw: Reflex half Spell Resistance: Yes

You turn a gem into a bomb that you (and only you) can lob at enemies. You must hold the gem in your hand when casting the spell.
You can toss the bomb with perfect accuracy anywhere within 60 feet. The gembomb explodes in a 5-foot radius burst dealing 1d8 points of
force damage per two caster levels (maximum 5d8). Tossing a gembomb is a standard action. 
Material Component: A gem worth at least 1 gp.
Heighten Effect: For each 100 gp gem is worth can add another 1d8 up to 10d8.
GEMJUMP
Conjuration[Teleportation]
Level: Arcane 6 (Complex Rare)
Components: V, S, F
Casting Time: 1 round
Range: Unlimited; see text
Target: You and willing creatures totaling up to one/3 levels; see text
Duration: Until triggered
Saving Throw: None; see text
Spell Resistance: No; see text

This spell teleports you to the location of a specially prepared gem. You initially cast gemjump upon the focus, which you must touch. As a standard action any time after you prepare the stone, you can utter a command word and instantly teleport to the location of the gem, provided you and the stone are on the same plane. The teleport is always on target (as though you are using a greater teleport spell). If the area containing the gem is too small for you, you appear in the nearest sufficiently large space.
You can transport, in addition to yourself, one Medium or smaller creature per three caster levels, and can bring along objects as long as
their weight does not exceed your maximum load. An unwilling creature can’t be teleported by gemjump. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
Focus: A gem worth 500 gp.
GENERAL OF UNDEATH
Necromancy [Taint]
Level: Divine 8 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours

This spell increases the number of undead that you can control by an amount equal to your 1/5 your caster level. When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.
Gentle Repose
 Necromancy
Level: Divine 2, Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (salt and a copper piece for each eye of the corpse)
 Range: touch
Target: corpse touched
Duration: 1 day/level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.
Ghost Sound
 Illusion (figment)
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief
Spell Resistance: no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
GHOST TRAP
 Abjuration
Level: Divine 6, Arcane 7 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centred on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You are surrounded by a field of energy that negates incorporeality. The radius of the field is 5 feet per caster level. All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot enter or affect
the plane this spell was cast on while in this field. 
GHOSTFORM
Transmutation
Level: Arcane 8 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

You assume a visible, incorporeal form like that of a manifesting ghost. You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics. You have no physical body while in this state. You can be harmed only
by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. 
You are immune to all nonmagical attack forms.  Even when hit by spells, including touch spells, or magic weapons,you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).
 Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).
 Your attacks while in ghostform pass through (ignore) passive defence, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.
 Nonmagical attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance).
 Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).
Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance).
 Magic items you possess work normally with respect to their effects on you or on another target. As an incorporeal creature, you have no passive defence bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).
You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square
adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect. You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate
an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform. You have
no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction
and can move at full speed even when you cannot see. 
Diminished Effect: Only partial incorporeal. Get 20% miss chance from corporeal targets, and can’t go through objects as not fully incorporeal. 
GHOSTHARP
Divination
Level: Arcane 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: 5 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You prepare an object that records and replays a song previously played or sung in its vicinity. When cast, the spell searches a radius of 50 feet for the lingering notes of a tune played there within the last day. It records these notes and reverberations. At your verbal command, “Play,” the ghost harp replays the music. The tune repeats until you command it to stop, or until its duration comes to an end. The ghost harp does not record conversations. Its imperfect replay can’t reproduce bardic music or other magical effects, nor can it cast spells.
GHOUL GAUNTLET
Necromancy [Death, Taint]
Level: Hunger 5, Arcane 6 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118). If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mage’s disjunction, remove curse, wish, or greater restoration negates the gradual change.
Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.
The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled
(you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. 
GHOUL GESTURE
Necromancy
Level: Hunger 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell. A subject of the ray that succeeds on its Fortitude save is instead sickened for the duration of the spell. Neutralize poison removes the sickened condition. Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.
GHOUL GLYPH
Necromancy
Level: Hunger 2, Arcane 2 (Exotic Common)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Permanent until
discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

You inscribe a glyph, approximately 1 foot across, that paralyzes any living creature of Large or smaller size that comes within 5 feet of the glyph. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades. Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves within 5 feet. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square. Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.
Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated. A rogue can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27.
When a glyph is activated, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion stench that causes distress in all creatures within a 10-foot radius. Those in the radius, including the target, must
make a Fortitude save or take a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the paralysis effect wears off.
Material Component: You trace the glyph with earth from a ghoul’s lair.
GHOUL LIGHT
Necromancy
Level: Hunger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Magical, heatless flame
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The effect looks like a regular flame, equivalent in brightness to a torch, except for its green hue, but it creates no heat  and doesn’t use oxygen. Ghoul light can be covered and hidden, but not smothered or quenched. All undead within 30 feet of a source of ghoul light gain +1
turn resistance. Multiple ghoul light sources do not stack. Darkness spells of 2nd level or higher can counter ghoul light.
Material Component: A bit of rendered fat.
Ghoul touch
 Necromancy [Negative]
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (cloth from a ghoul or earth from a ghoul’s lair) 
Range: touch
Target: living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: yes

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid. If it fails gets a new save each round to break the paralyze. Must make an successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Giant Vermin
 Transmutation
Level: Divine 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to three vermin, no two of which can be more than 30 ft. apart
Duration: 1 Round./level
Saving Throw: none
Spell Resistance: yes

You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms.  Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below. Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth).
Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.
Caster Level: 	Vermin Size
9th or lower 	Medium
10th–13th 		Large
14th–17th 		Huge
18th–19th 		Gargantuan
20th or higher 	Colossal
GIANT’S WRATH
Transmutation [Earth, Nature]
Level: Divine 3, Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target:s: One pebble/3 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

You infuse a handful of stone pebbles with powerful Transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 3d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders. If you drop a pebble or give it to another creature, the pebbles’ magic dissipates harmlessly. 
Material Component: The pebbles to be transmuted.
GIRALLON’S BLESSING
Transmutation
Level: Divine 3 (Simple Rare), Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 2 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d6 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d6 points of damage + 1-1/2 times its Str modifier. A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Material Component: A few strands of girallon hair.
Heighted Effect: Can use weapons in extra arms with -2 to attack and damage on top of normal penalties.
GLASS STRIKE
Transmutation
Level: Arcane 7 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or 4 cubic ft. Of material
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You transform the target into glass. You can cast either of these two versions: 
Glass Creature: As flesh to stone, but the subject becomes glass.
Glass Object: An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness. Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.
Focus: A piece of glass from a mirror.
Glibness
 Enchantment [Song]
Level: Arcane 3 (Exotic UnCommon)
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: 10 min./level (D)

Your speech becomes fluent and more believable. You gain a +3/lvl (Max 30) bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
Glitterdust
 Conjuration (Call) [Fey]
Level: Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (ground mica)
Range: medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Save Will negates (blinding only); SR no
 
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a –40 penalty on Hide checks.
 
Globe of Invulnerability
Abjuration
Level: Arcane 6 (Simple Common)

 This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.
Globe of Invulnerability, Lesser
Abjuration
Level: Arcane 4 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a glass or crystal bead)
Range: 10 ft.
Area 10-ft.-radius spherical emanation, centred on you
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast  through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not
dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
GLOWING ORB
Evocation [Light]
Level: Divine 4, Arcane 3 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical, controllable light source
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to illumination within a 60-foot radius. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert.
If a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence or Wisdom of at least 13 can gain control of an orb simply by touching it. 
Focus: A glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has hardness 0 and 2 hit points.
Glyph of Warding
Abjuration
Level: Divine 3 (Complex Common)
Casting Time: 10 minutes
Components: V, S, M (powdered diamond worth 200 gp)
Range: touch
Target: or Area object touched or up to 5 sq. ft./level
Duration: permanent until discharged (D)
Saving Throw: see text; 
Spell Resistance: no (object) and yes; see text

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, tainted, law, or chaos, or to pass those of your religion.
They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge (arcana) check. Identifying the glyph does not  is charge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding. Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, Lightning, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. 
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centred on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and  spell resistance operate as normal, except that the DC is based
on the level of the spell stored in the glyph.
Glyph of Warding, Greater
Abjuration
Level: Divine 6 (Complex Uncommon)

This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.
GOLDEN BARDING
Conjuration(Call)
Level: Divine 1 (Simple Rare)
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Special mount touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create a suit of barding for your mount to wear. The armor appears on your mount, fitting perfectly. The golden barding you create has no armor check penalty and has no effect on your mount’s speed. The exact nature of the barding depends on your caster level. 
2nd–3rd: Scale mail barding (+4 armor bonus).
4th–5th: Charismainmail barding (+5).
6th–7th: Splint mail barding (+6).
8th–9th: Half-plate barding (+7).
10th+: Full plate barding (+8).
You can cast magic vestment or other spells that target a suit of armor on the golden barding.
Good Hope
 Enchantment (compulsion) [mind-affecting, Song]
Level: arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target:s one living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes 

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair.
Goodberry
 Transmutation [Plant]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:s 2d4 fresh berries touched
Duration: 1 day
Saving Throw: none
Spell Resistance: yes

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
GRACE
Transmutation [Positive, Song]
Level: Arcane 2 (Exotic Common), Divine 3 (Complex Rare) 
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a –20 circumstance penalty on Hide
checks made while under the effect of this spell. For the duration of the spell, you gain a +2 sacred bonus to Dexterity, and your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.
Grasping Hand
 Evocation [force, Giant]
Level: Arcane 7 (Complex Common)

This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its attack bonus to hit the target equals your caster level + your Intelligence modifier (Charisma modifier for Sorcerers) +10 for its Strength score (31) –1 for being Large. Its combat maneuver bonus for grapple checks uses your caster level in place of its base attack bonus, with a +10 bonus for its Strength score, and a +1 bonus for being Large. The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.
GRAYMANTLE
Necromancy
Level: Arcane 5 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor can the creature remove negative levels. Regeneration or fast healing abilities the subject has from any source are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject can improve its current hit points by boosting its Constitution score and can receive temporary hit points (from an aid spell, for example). When the spell ends, automatic healing abilities, such as a troll’s
regeneration, and items that restore hit points, such as a ring of regeneration, begin to function again. 
Material Component: A skull.
Grease
 Conjuration (Call)[Song]
Level: Arcane 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (butter)
Range: close (25 ft. + 5 ft./2 levels)
Target: one object or 10-ft. square
Duration: 1 round/level (D)
Save see text; SR no
 
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed if pass their Reflex save when entering area. Failure means it can’t move that round.
Creatures that move no more than 5 feet in 1 round do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on their combat maneuver bonus in regards to being grappled and checks made to escape a grapple.
GREAT THUNDERCLAP
Evocation [Sonic]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, F 
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone.  Creatures that cannot hear are not stunned, but might still fall prone. 
Focus: An iron bell.
Heighten Effect: Those in the area also take 5d6 sonic damage(Burst) if fail the fort save as a sonic wave washes over everyone in area.
Guards and Wards
Abjuration
Level: Arcane 6 (Complex Common)
Casting Time: 30 minutes
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)
Range: anywhere within the area to be warded
Area up to 200 sq. ft./level (S)
Duration: 2 hours/level (D)
Saving Throw: see text
Spell Resistance: see text

This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). 
Saving Throw: None. Spell Resistance: No.
Arcane Locks: All doors in the warded area are arcane locked.
Saving Throw: None. Spell Resistance: No.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex: negates; see text for web. Spell Resistance: No.
Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an Enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will: disbelief (if interacted with). Spell Resistance: No.
In addition, you can place your choice of one of the following five magical effects.
1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.
2. A magic mouth in two places. Saving Throw: None. Spell
Resistance: No.
3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude: negates; see text for stinking cloud. Spell Resistance: No.
4. A gust of wind in one corridor or room. Saving Throw
Fortitude: negates. Spell Resistance: Yes.
5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will: negates. Spell Resistance: Yes.
The whole warded area radiates strong magic of theAbjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect.
Guidance
 Divination
Level: Divine 0, druid 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
GUIDED SHOT
Divination [Ranger]
Level: Divine 1 (Exotic Common) , Arcane 1 (Complex Rare)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is.
While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment. This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.
Heighten Effect: Even ignores total concealment and total cover.
GUIDING LIGHT
Evocation [Light]
Level: Divine 1, Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Target:s: Creatures in a 5-ft.-radius burst
Duration: 10 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

Across the murky plain, a beam of radiance shoots down, highlighting your foes. 
Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.
Gust of Wind
 Evocation [Air]
Level: Divine 2, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Effect: line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6x10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind. Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust
of wind effect. A gust of wind can’t move a creature beyond the limit of its range.
Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell.
GUTSNAKE
Transmutation
Level: Arcane 5 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

The tentacle created by the gutsnake spell is equivalent to a giant constrictor snake (MM 280) except that it is completely obedient to you and moves as you command. The snake has hit points equal to your own full normal total. Attacks against the snake cause you no discomfort and do not disrupt your spellcasting. If it is “killed,” the tentacle disappears without causing harm to you. The tentacle does not interfere with spellcasting in any way. Once each round as a free action, you can have the tentacle attack a creature up to 10 feet away with its bite attack, and if it successfully hits, the tentacle can use the snake’s improved grab ability to deal damage through constriction.
In each round when the gutsnake is constricting a target, you cannot move more than 5 feet away from that target, unless the gutsnake makes a successful grapple check to carry the opponent with you when you move (see grappling rules). This is the only way in which the tentacle restricts movement. While the snake is present, you can use its Balance and Climb skill modifiers instead of your own, and you gain a climb speed of 20 feet.
Focus: A fang from any reptile.
HAIL OF STONE
Conjuration (Calling) [Earth]
Level: Arcane 1 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (5-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
Material Component: A piece of jade worth at least 5 gp.
Heighten Effect: Does 1d6 (max 5d6).
HAILSTONES
Evocation [Cold]
Level: Arcane 3 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create frigid hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a globe. Each hailstone deals 5d6 points of cold damage. For every five caster levels, you gain an additional hailstone (maximum of four stones at 20th level), and all globes must be aimed at enemies that are all within 30 feet of each other.
Material Component: A handful of crystal globes.
Hallow
 Evocation [Positive]
Level: Divine 5 (Simple Common)
Casting Time: 24 hours
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area), DF
Range: touch
Area 40-ft. radius emanating from the touched point
Duration: instantaneous
Saving Throw: see text
Spell Resistance: see text

Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against tainted effect.
Second, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by –4. Spell resistance does not apply to this effect.
Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect tainted, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Hallucinatory Terrain
 Illusion (glamer)
Level:   Arcane 4 (Complex Common)
Casting Time: 10 minutes
Components: V, S, M (a stone, a twig, and a green leaf )
Range: long (400 ft. + 40 ft./level)
Area one 30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving Throw: Will disbelief; 
Spell Resistance: no

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. If you enter the area you get a save to disbelieve.
Halt Undead
 Necromancy
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a pinch of sulfur and powdered garlic)
Range: medium (100 ft. + 10 ft./level)
Target:s up to three undead creatures, no two of which can be
more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (see text)
Spell Resistance: yes

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). Each round gets a new save if failed and is immobile. The effect is broken if the halted creatures are attacked or take damage.
HAMATULA BARBS
Transmutation
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless) 

Any creature hitting the subject of this spell with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject’s barbs. This damage does not apply to attackers using reach weapons, such as longspears. The subject itself is not harmed by its own barbs.
Material Component: A barb from a hamatula.
HAND OF DIVINITY
Evocation [see text]
Level: Divine 2 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

If your deity is non-evil, this spell grants a +2 sacred bonus on saving throws, and the spell is a good spell. If your deity is evil, this spell grants a +2 profane bonus on saving throws, and the spell is an evil spell. This spell works only on a creature with the same deity as you or the same alignment as your deity. If cast on a target that does not meet this criteria, the spell has no effect.
HAND OF THE FAITHFUL
 Abjuration [see text][Holy]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 minute
Range: 10 ft.
Area: 10-ft.-radius emanation centred on a point in space
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You create an immobile zone of warding that is permeable to those of your religion but repels all others. Creatures that have the same deity as you, or are wearing the holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make a Fortitude save each round or be stunned for 1 round. If the creature’s only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on its saving throw, it is no longer affected by that casting of hand of the faithful.
This spell has the alignment components of your deity, so if your deity is good and lawful, this is a lawful and good spell.
HARDENING
Transmutation [Earth]
Level: Arcane 6 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)

This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement. For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have hardness 22 for the purpose of ignoring damage caused by someone making a sunder attack. The sword’s hit points, attack and damage modifiers, and other factors are not affected. A hardening spell does not in any way affect a substance’s resistance to other forms of transformation. Ice still melts, paper and wood still burn, and rock still becomes transmutable to mud with the proper spell, and so on. 
This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the spell affects only 1 cubic foot per level.
Material Component: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.
Harm
 Necromancy
Level: Divine 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half; see text
Spell Resistance: yes

Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on an undead creature, harm acts like heal.
HARMONIC CHORUS
Enchantment (Compulsion) [Mind-Affecting, Song]
Level: Divine 2 (Exotic Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells it casts. 
Focus: A tuning fork.
Haste
 Transmutation [Song]
Level:   Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Target:s 1 creature  
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes

The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) 
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of  twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Heightened Effect: Can affect 1 creature every 3 levels, also get +1 dodge and +1 reflects
HAWKEYE
Transmutation
Level: Divine 1 (Simple Rare)
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.
Heal
 Necromancy
Level: Divine 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes(harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm.
HEAL ANIMAL COMPANION
Necromancy [Ranger]
Level: Divine 3 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your animal companion touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like heal, except that it affects only your animal companion.
Heal Mount
 Necromancy
Level: Divine 4(Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: your mount touched
Duration: instantaneous
Saving Throw: Will negates (harmless); 
Spell Resistance: yes (harmless)

This spell functions like heal, but it affects only the paladin’s special mount (typically a warhorse).
Heal, Mass
 Necromancy
Level: Divine 9 (Simple Common)
Range: close (25 ft. + 5 ft./2 levels)
Target:s one or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.
HEALING LORECALL
Necromancy 
Level: Divine 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

A caster with 5 or more ranks in Heal can, when casting a Necromancy (healing) spell, choose to remove any one of the following conditions affecting the subject of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened. Also, when determining the amount of damage healed by your healing spells, you can substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell. 
Material Component: A mint leaf.
HEALING STING
Necromancy [Nature]
Level: Divine 2 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target:s: You and one living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain an equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost. 
Material Component: Five dried wasp bodies.
 
HEALING TOUCH
Necromancy
Level: Arcane 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half ; see text
Spell Resistance: Yes (harmless)

You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 10d6), and you decide how many dice to roll when you cast the spell. You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
HEALTHFUL REST
Necromancy [Song]
Level: Arcane 1 (Exotic Common) , Divine 1 (Complex Common)
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Healthful rest doubles the subjects’ natural healing rate. Each affected creature regains twice the hit points and ability damage it otherwise would have regained during that day, depending on its activity level.
HEART OF STONE
Necromancy
Level: Arcane 8 (Complex Rare)
Components: V, S, F, XP
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 year

You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the nature of your body. Your living heart can be stored or hidden anywhere you like, where it continues to beat for the duration of the spell. While under the effect of heart of stone, you gain damage reduction 5/— and resistance to cold 5, fire 5, and Lightning 5, but are subject to the following disadvantages.
Your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest). In addition, your own living heart is susceptible to attack; if it is damaged or destroyed, you are instantly slain. Heart of stone can be dispelled, in which case your living heart instantly returns to its proper place while the stone heart is transported to the place where you left your heart. Your heart and the stone heart likewise switch places if you enter an antimagic field (temporarily negating the spell’s effects), but the spell resumes when you leave it. Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist. 
Focus: A carved stone heart of exceptional quality (jade, obsidian, or goldveined marble) worth 5,000 gp.
XP Cost: 500 XP.
HEART RIPPER
Necromancy [Death]
Level: Arcane 4 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Invisible bolts of force does 1d6+ ½ caster level in Con damage to the target you designate by driving its heart from its body unless it succeeds on a Fortitude save for ½ damage. If the target has HD higher than your caster level, it does not take Con damage on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don’t depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell.
HEARTFIRE
Evocation [Light, Fire]
Level: Arcane 2, Divine 2 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Living creatures within a 5-ft.- radius burst
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Outlined subjects shed light as torches. Outlined creatures do not benefit from the concealment normally provided by darkness (although a 3rd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round). Spellcasters affected by this spell who try to cast spells must make Concentration checks (DC 10 + half the continuous damage last dealt) each round as they take continuous damage from the spell. The fire created by this spell can be extinguished by normal means; doing so ends the outlining effect.
HEAT DRAIN
Necromancy [Cold]
Level: Divine 8 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You drain the heat from all living creatures within the affected area except you. This influx of warmth heals and empowers you. All affected living creatures take 1d6 points of cold damage per caster level (maximum 20d6). For every living creature that takes damage from this spell, you gain 2 temporary hit points. The temporary hit points last for up to 10 minute per level.
Heat Metal
 Transmutation [fire]
Level: Divine 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 or 2 points) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Round 	Metal Temperature Damage
1 	Warm 		None
2 	Hot 		1d4 points
3–5 	Searing 		2d4 points
6 	Hot 		1d4 points
7 	Warm		 None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.
Heightened: Starts at round 3 and lasts 5 rounds doing 2d6 each round
HEATSTROKE
Transmutation
Level: Divine 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

If the target creature fails to resist the spell, it immediately becomes fatigued. If it is already fatigued, it instead becomes exhausted. The subject takes 2d6 points of nonlethal damage from the oppressive heat as well, even if it makes the Fortitude saving throw to avoid fatigue or exhaustion. A creature wearing heavy armor takes a –4 penalty on its save. Creatures with immunity or resistance to fire are not affected by this spell.
HEAVENLY HOST
Conjuration (Summoning) [Positive, Lawful]
Level: Divine 9, Arcane 9 (Complex Uncommon)
Components: V, S
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

When the spell is complete, 2d4 lantern archons (MM 16) appear. Ten minutes later, 1d4 hound archons (MM 17) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, you can give them one command for the duration of the spell, each group can be commanded to do different things (Attack A, Defend B, go to location C.) The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.
HELLISH HORDE
Conjuration (Summoning) [Taint, Lawful]
Level: Divine 9, Arcane 9 (Complex Uncommon)
Components: V, S
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

When the spell is complete, 2d4 bearded devils (MM 52) appear. Ten minutes later, 1d4 chain devils (MM 53) appear. Ten minutes after that, one bone devil (MM 52) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, you can give them one command for the duration of the spell, each group can be commanded to do different things (Attack A, Defend B, go to location C.) The devils obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the devils. You can dismiss them singly or in groups at any time. 
Helping Hand
 Divination
Level: Divine 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: 5 miles
Effect: ghostly hand
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away he is, as detailed on the following table.

Distance		Time to Locate
100 ft. or less 	1 round
1,000 ft. 		1 minute
1 mile 		10 minutes
2 miles 		1 hour
3 miles 		2 hours
4 miles 		3 hours
5 miles 		4 hours
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears. The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you. If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject. If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.
The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.
HERALD’S CALL
Enchantment (Compulsion) [Mind-Affecting, Sonic, Song]
Level: Arcane 1 (Exotic Common)
Components: V, S
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius burst centred on you
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

Any creature with 5 Hit Dice or less is slowed for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed. An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1 round.
Heighten Effect: Can affect creatures up to 8 HD. And lasts 2 rounds.
Heroes Feast
 Conjuration [Calling]
Level Divine 6 (Simple Common)
Casting Time: 10 minutes
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Effect: feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: none
Spell Resistance: no

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
Heroism
 Enchantment (compulsion) [mind-affecting];
Level:  Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater
 Enchantment (compulsion) [mind-affecting];
 Level: Arcane 6 (Simple Common)
Duration: 10 min./level
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
HIDDEN LODGE
Evocation
Level: Arcane 5 (Complex Rare)
Components: V, S, F; see text
Duration: 24 hours

This spell functions like Leomund’s secure shelter, except as noted here. The house created by hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within. At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape. 
Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see Leomund’s secure shelter for more information).
HIDDEN TRUENAME
 Abjuration
Level: Divine 6, Arcane 6 (Simple Rare)
Components: V, S, T
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with an Intelligence score of 3 or higher
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains protection from those who would use her personal truename for ill purposes, and a modicum of defense against spells that use more general truenames. The subject of a hidden truename spell gets a +2 bonus on saving throws against truename spells.
In addition, those trying to research the personal truename of a creature protected by hidden truename take a –8 penalty on the Knowledge check required to do so. (Truename research rules.)
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re trying to protect.
Heighten Effect: Can apply the -8 to your truename research permanently using 200 XP. 
Hide from Animals
 Illusion [Ranger, Nature, Shaman]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: S, DF
Range: touch
Target:s one creature touched/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes

Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients. This spell uses the same rules for invisibility. If there is a reason to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC 15. The outline still gives the invisible creature 20% miss chance
HIDE FROM DRAGONS
 Abjuration [Song]
Level: Arcane 5 (Exotic Uncommon)
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target:s: One creature touched/2 levels
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Dragons cannot see, hear, or smell the warded creatures, even with blindsense. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of red dragons and not be molested or even noticed. If a warded character touches or attacks a dragon or the dragon’s hoard, even with a spell, the spell ends for all recipients. This spell acts like Invisibility for rules on how to detect the creatures.
Material Component: A dragon scale.
Hide from Undead
 Illusion
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
 Range: touch
Target:s one touched creature/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless); see text;
 Spell Resistance: yes

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them.
If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. If there is a reason to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC 15. The outline still gives the invisible creature 20% miss chance
HIDE THE PATH
 Abjuration
Level: Divine 6 (Simple Rare)
Components: V, S, F
Casting Time: 10 minutes
Range: Anywhere in the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

Hide the path wards a large, continuous area against Divination magic. The ward protects 200 square feet per caster level and can be shaped as you desire. The warded area can be as much as 20 feet high. Find the path won’t function in an area warded by hide the path. In addition, any spellcaster attempting to cast a 1st- through 6th-level Divination spell in the warded area must make a caster level check (DC 11 + your caster level) or the spell fails. Higher-level Divinations function normally. Hide the path has no effect on Divination spells cast outside the warded area.
Focus: A 6-inch onyx sphere mounted upon an obsidian stand; the entire focus must be worth no less than 1,000 gp. Any creature in physical contact with the focus can cast Divination spells without restriction from the hide the path effect. If the focus is destroyed or brought beyond the boundaries of the hide the path spell, the spell is immediately dismissed.
Hideous Laughter
 Enchantment (compulsion) [mind-affecting, Fey];
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (tiny fruit tarts and a feather)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature; see text
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes
 
This spell afflicts the subject with uncontrollable laughter. It bursts into gales of manic laughter. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On each round they get a new save to stop laughing.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humour doesn’t “translate” well.
HINDSIGHT
Divination
Level: Arcane 6 (Exotic Rare)
Components: V, S, M
Casting Time: 1 hour
Range: 60 ft.
Area: 60-ft.-radius emanation centred on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than a span of centuries, for example. You can view only one span of time per casting, chosen from the following options. 
Days: You sense the events of the past, stretching back one day per caster level. You gain detailed knowledge of the people, conversations, and events that transpired.
Weeks: You gain a summary of the events of the past, stretching back one week per caster level. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.
Years: You gain a general idea of the events of the past, stretching back one year per caster level. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.
Centuries: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st. For instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.
Material Component: An hourglass- shaped diamond worth at least 1,000 gp.
HISS OF SLEEP
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 7
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

The targets of this spell fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding the subjects awakens them, but normal noise does not. Awakening a creature is a standard action.
Heighted Effect: Takes a full round action to wake up targets. If pass save fatigued still.    
Hold Monster
 Enchantment (compulsion) [mind-affecting, Truename];
 Level: Arcane 5 (Simple Uncommon)
Components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)
Target: one living creature
 
This spell functions like hold person, except that it affects any living creature that fails its Will save.
Hold Monster, Mass
 Enchantment (compulsion) [mind-affecting, Truename];
 Level: Arcane 9 (Simple Uncommon)
 Target:s one or more creatures, no two of which can be more than
30 ft. apart
 
This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save. You can only use race truenames, not personal ones, with this spell. If spoken correctly DC is 4 higher.
Hold Person
 Enchantment (compulsion) [mind-affecting, Truename, Shaman]; 
Level Divine 2, Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, F/DF (a small, straight piece of iron)
Range: medium (100 ft. + 10 ft./level)
Target: one humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: yes
 
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If use their Personal Truename correctly (with Spellcraft check) the DC is 4 higher and they don’t get a save each round to end the effect.
Diminished Effect: Only works on animals not people.
 
Hold Person, Mass
 Enchantment (compulsion) [mind-affecting, Truename];
 Level: Arcane 7 (Simple Uncommon)
Target:s one or more humanoid creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except as noted above. Can only use race truenames with this spell and if use it correctly DC goes up by 4.
Hold Portal
Abjuration
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Component V
Range: medium (100 ft. + 10 ft./level)
Target: one portal, up to 20 sq. ft./level
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no
 
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal. 
 
Heightened Effect:s: Duration 1/day effect: adds +10 to DC for opening lock if have lock .A door or portal secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check.
Holy Smite
 Evocation [Positive]
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration: instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: yes
 
You draw down holy power to smite your enemies. Only tainted and neutral creatures are harmed by the spell; other creatures are unaffected. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each  tainted creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an  tainted outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect. 
HOLY SPURS
Transmutation [Holy]
Level: Divine 1 (Exotic Common)
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your special mount
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell increases your special mount’s base land speed by 40 feet. This adjustment is treated as an enhancement bonus.
HOLY STAR
 Abjuration
Level: Divine 7 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Protective star of energy
Duration: 3 rounds (D)

You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle. This star has the following three functions, and you can designate which function to activate as a free action on your turn. 
Spell Turning: A holy star can turn a total of four to seven (1d4+3) spell levels, as the spell turning spell. Any turning potential depleted through this use remains so for the duration of the spell; the holy star does not return to full capacity every time you choose this function. If its entire spell turning capacity is expended, this function no longer works, but the others do.
Protection: A holy star gives you a +6 circumstance bonus to AC.
Fire Bolt: A holy star lashes out with a beam of energy as a ranged touch attack against a creature (you choose the target) up to 90 feet away (no range increment). This attack uses your attack bonus and deals fire damage equal to 1d6 points per two caster levels (maximum
10d6).	

HOLY TRANSFORMATION
Transmutation [Positive]
Level: Divine 7 (Complex Uncommon)
This spell functions like lesser holy transformation, but when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a hound archon (MM 16). While under the effect of the spell, your creature type changes to outsider (archon, good, lawful), and your size changes to Medium. You have the space and reach of a hound archon (5 feet/5 feet). You gain a +4 sacred bonus to Strength and Constitution. You gain darkvision out to 60 feet. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Taint creatures within 10 feet of you take a –2 penalty on attack rolls and saving throws. You gain the ability to speak and understand Celestial.
HOLY TRANSFORMATION, LESSER
Transmutation [Positive]
Level: Divine 4 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a protector (Miniatures Handbook 66). While under the effect of the spell, your creature type changes to outsider (good), and your size changes to Medium. You have the space and reach of a protector (5 feet/5 feet). You gain a +2 sacred bonus to Strength and Constitution.
You gain a fly speed of 60 feet (good). You gain darkvision out to 60 feet. You gain a +2 sacred bonus on saving throws. You gain the ability to speak and understand Celestial. 
HORRIBLE TASTE
Transmutation [Nature]
Level: Divine 1, Arcane 1 (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

Any creature that bites the spell’s subject must succeed on a Fortitude saving throw or be nauseated until the end of its next turn.
If a creature of animal Intelligence (2 or lower) fails its saving throw, it will not willingly bite the subject a second time; someone trying to direct the creature to bite the subject again must make a Handle Animal check as if he was trying to “push” the creature. This check must be made every time he tries to make the creature bite. Creatures that are immune to poison or that lack the ability to taste are unaffected by this spell.
Material Component: A pinch of rotten meat.
Horrid Wilting
 Necromancy [Water]
Level: Arcane 8 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a bit of sponge)
 Range: long (400 ft. + 40 ft./level)
Target:s living creatures, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Fortitude half
Spell Resistance: yes
 
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum
20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Diminished Effect: Can only affect 1 creature every 3 caster level in area and max dmg is 15d6 and 15d8. 
HORROR OF THE SPOKEN NAME
Necromancy [Fear, Mind-Affecting]
Level: Divine 2, Arcane 2 (Complex Uncommon)
Components: V, S, T
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect. Horror of the spoken name counters and dispels remove fear.
Truename Component: When you cast this spell, you must correctly speak the truename of the creature you’re targeting
HORROR OF THE SPOKEN NAME
Necromancy [Fear, Mind-Affecting, Truename]
Level: Divine 2, Arcane 2 (Simple Rare)
Components: V, S, T
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect. Horror of the spoken name counters and dispels remove fear.
Truename Component: When you cast this spell, you must correctly speak the truename of the creature you’re targeting.
HOWLING CHAIN
Evocation [Force]
Level: Arcane 6 (Exotic Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One chain of force
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

You create a chain of force, which lashes out and attacks your enemies. The chain has a reach of 15 feet, but cannot move from the space you designate. The chain attacks by attempting to trip your foes (+12 melee touch attack, +15 on the opposed Strength check). It does not provoke attacks of opportunity for tripping, nor can it be tripped in response on a failed attempt. If it succeeds in tripping an enemy, it immediately follows up with a melee attack on the prone defender (+12 melee attack, 2d6+10 points of damage). Any creature struck by the chain must make a Will saving throw or become shaken.
A howling chain can make one attack of opportunity each round for every four caster levels you have, using the same tactic as above.
A howling chain has as many hit points as you do when you’re undamaged, and its AC is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t deal damage do not affect it. It makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.
Focus: A small length of platinum chain worth at least 500 gp.
HUNGRY GIZZARD
Evocation [Nature]
Level: Divine 6 (Exotic UnCommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A Large bulbous, fleshy mass seethes into being around a single Medium or smaller target within range. The target can make a Reflex save to avoid becoming engulfed by the hungry gizzard, otherwise it is entombed within the disembodied digestive organ. If the target successfully saves, the gizzard immediately vanishes without further effect. Each round a creature remains trapped inside a hungry gizzard (starting in the round the spell is cast), the target creature is considered grappled and takes 2d8+8 points of crushing damage per round and 1d8 points of acid damage. While engulfed, the target creature can cast a spell only if the spell has no somatic component, the material components are in hand, and it makes a Concentration check (DC 20 + spell level). An engulfed creature can cut its way out by using claws or a light slashing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, the gizzard immediately melts into a pool of blood and meaty chunks. 
There is no immediate physical exit; the only way for those trapped inside to escape is to cut their way free, to dispel the spell, or to have allies outside destroy the gizzard. The gizzard is fairly easy to strike in combat from a vantage point outside of its interior, due to its size (AC 4). A newly formed hungry gizzard has 5 hit points per caster level. The gizzard is treated like an unattended object for the purpose of saving throws. A hungry gizzard reduced to 0 hit points is immediately destroyed.
Material Component: A dried gizzard.
HUNTERS OF HADES
Conjuration (Summoning) [Taint]
Level: Divine 9 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 minute
Range: Medium (50 ft. + 10 ft./level)
Effect: Two summoned pack fiends, which can be no more than 30 ft. apart, or one retriever
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons either a single retriever (MM 46) or a pair of pack fiends (Planar Handbook 128) from the Gray Waste of Hades to serve you. The creatures magically understand your spoken commands (regardless of your language). They are treated as trained hunting beasts, so you can command them to track if you so choose. The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.
Material Component: A pinch of ash. If a retriever is summoned, a 500 gp bloodstone must also be used.
Hypnotism
 Enchantment (compulsion) [mind-affecting, Song, Fey, Psionic]; 
Level: Arcane 1 (Complex Common)
Casting Time: 1 round
Components: S (V for bards)
Range: close (25 ft. + 5 ft./2 levels)
Area several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: yes
 
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it).
The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it.
 Heighten Effect: Range: Medium. Can add caster level to affected HD (Max +10). Effected creatures become fascinated.
HYPOTHERMIA
Evocation [Cold]
Level: Divine 4 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.
Heighted Effect: Fatigued even if save is made and range goes to Medium.

ICE AXE
Evocation [Cold]
Level: Divine 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Battleaxe-shaped weapon of swirling ice
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell creates a battleaxe-shaped formation of jagged, fast-swirling ice shards in your hand. You are automatically considered proficient with the ice axe. Attacks with the ice axe are melee touch attacks. The axe deals 1d12 points of cold damage +1 point per two caster levels (maximum +10) with a successful hit. You cannot be disarmed of the ice axe nor can it be sundered. Since the axe is virtually weightless, your Strength modifier does not apply on damage rolls. If your base attack bonus is high enough to allow for multiple attacks in a round, you can make them with the ice axe. If you choose to hold something other than the ice axe in your hand or use the hand in some other way, the ice axe vanishes until the hand is empty again.
Material Component: A shard of ice, glass, or crystal.
ICE CLAW
Evocation [Cold]
Level: Arcane 7 (Simple Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 10-ft. ice claw
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Int modifier or Charisma modifier (for wizards and sorcerers, respectively) + 7 for the claw’s Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage. The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one. The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulnerability to fire.
Focus: A white leather glove and a piece of clear rock crystal.
ICE DAGGER
Evocation [Cold]
Level: Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Dagger of ice
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The ice dagger created by this spell launches itself at a target. Treat the attack as a thrown splash weapon  that requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and splash damage of 1 point of cold damage to adjacent creatures. 
Material Component: A few drops of water made from melted ice.
ICE FLOWERS
Transmutation [Cold, Nature]
Level: Divine 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards and small stones throughout the area, turning the surface of the ground in the spell’s area into dense rubble (DMG 90). The shards and stones deal 1d6 points of damage per caster level (maximum 15d6). Half the damage is cold damage. The origin point of the spell must be on the ground. This spell has no effect in desert terrain or on solid stone.
ICE GAUNTLET
Evocation [Cold]
Level: Divine 1 (Simple Rare)
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level (D)

You can attack with your fist in all respects as if you were wearing a +1 spiked gauntlet. The +1 spiked gauntlet deals normal damage for your size and 1d4 points of cold damage. Damage reduction applies to the ice gauntlet’s normal damage, but it does not affect the cold damage. If you fail a saving throw against a fire effect, the ice gauntlet melts and the spell ends.
ICE KNIFE
Evocation [Cold]
Level: Arcane 2 (Complex Uncommon)
Components: S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex half; see text
Spell Resistance: Yes

You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have protection to cold also take no Dexterity damage automatically. A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
Material Component: A drop of water or piece of ice.
Ice Storm
 Evocation [cold, Song]
Level: Divine 4 (Exotic UnCommon), Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (dust and water)
Range: long (400 ft. + 40 ft./level)
Area cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: none
Spell Resistance: yes
 
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each spot check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no after effects (other than the damage dealt). For every 5 levels over 8th can add 1d6 to cold damage (Max 5d6).
 
Diminished Effect:s: Ref save for half. 
Heightened Effect:s: Does a total of 1d6/level (Max 10d6), can choose how much either damage types does but no more than 75% of one type. Range Medium.
ICELANCE
Evocation [Cold]
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One lance of ice
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a normal ranged attack to strike a target with an icelance. You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use.
Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
Heighten Effect: Does an extra 1d6 every 3 level after 6th(Max 12d6) and make a ranged touch attack.
Identify
Divination
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 minute
Components: V, S, M
Range: 60 ft.
Target: cone-shaped emanation
Duration: 1 min./level (D)

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Material Component: wine stirred with an owl's feather.
Heighten Effect:s:
Level: 2
Effect: +10 insight bonus to identify value of items using appraise checks. If fail never guess more than 50% value.
Level: 6 Casting Time: 1 standard action Components: V, S, F Range: close (25 ft. + 5 ft./2 levels)Target:s one object or creature per caster level
Duration: 1 round/level (D) Saving Throw: none or Will negates, see text Spell Resistance: no
 Effect: Each round, you may examine a single creature or object that you can see as a free action. Magic items you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). If creatures know all active spells, caster level, and effect. Creature and objects held by creatures can make Will saves to block this spell. If make save cannot be effected by this spell for 24 hours.
Does not function when used on an artifact.
Arcane Focus: a lens worth 1,500 gp.
Illusionary Pit
Illusion (Glamer)
Level: Arcane 6 (Simple Uncommon)
Components: V, S
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Area: 10-ft. cube/level
Duration: Concentration + 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No

You create the Illusion of a pit, and each creature entering or within the area are forced to make a Will save or believe the floor on which it stands has become a bottomless chasm. Those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from the effect of the Illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round. Flying creatures passing over an illusory pit are unaffected by the spell.
ILLUSORY FEAST
Illusion (Pattern) [Mind-Affecting]
Level: Arcane 5 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Tantalizing food and drink appears, causing creatures in the area to stop what they are doing and eat. A creature in the area that fails it’s save stops its current activities, drops held or carried items, and begins consuming the illusory food and drink. The food looks, feels, smells, tastes, and even sounds real to the affected creature, and it appears to be whatever kind of food the creature prefers. The creature is considered dazed. An attack on an affected creature frees it from the spell immediately. Sightless creatures are affected by this spell due to its effect on all the senses. Creatures that do not eat are unaffected by this spell.
Material Component: A piece of trail rations.
Illusory Script
 Illusion (phantasm) [mind-affecting]; 
Level: Arcane 3 (Complex Common)
Casting Time: 1 minute or longer; see text
Components: V, S, M (lead-based ink worth 50 gp)
Range: touch
Target: one touched object weighing no more than 10 lb.
Duration: one day/level (D)
Saving Throw: Will negates; see text
Spell Resistance: yes

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an Illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Illusory Wall
 Illusion (figment)
Level: Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: image 1 ft. by 10 ft. by 10 ft.
Duration: permanent
Saving Throw: Will disbelief; 
Spell Resistance: no
 
This spell creates the Illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. A creature gets a save when viewing it for the first time. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally, touch or a probing search reveals the true nature of the surface, though such measures do not cause the Illusion to disappear.
IMBUE FAMILIAR WITH ABILITY
Universal
Level: Arcane 6 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to transfer a number of your spells and the ability to cast them into your familiar. Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast, subject to the restrictions below. Casters who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared. In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue familiar with spell ability have no effect on these limits. The transferred spell’s variable characteristics (range, duration, area, and so on) function according to your level. Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires. The spell can be dispelled; if this happens, the spells transferred are lost as if the familiar had cast them. In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (as long as the spell’s duration hasn’t expired). If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand). Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.
Imbue with Spell Ability
 Evocation
Level: Divine 4 (Complex Rare)
Casting Time: 10 minutes
Components: V, S, DF
Range: touch
Target: creature touched; see text
Duration: permanent until discharged (D)
Saving Throw: Will negates (harmless); 
Spell Resistance: yes (harmless)
 
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of Abjuration, Divination, and Necromany (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can’t exceed this limit.
HD of Recipient 	Spells Imbued
2 or lower 		One 1st-level spell
3–4 		One or two 1st-level spells
5 or higher 	One or two 1st-level spells and one 2nd-level spell
The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient. Once you cast imbue with spell ability, you cannot prepare a new 4th level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.
IMPERIOUS GLARE
Necromancy [Fear, Mind-Affecting]
Level: Arcane 6 (Complex Common)
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One living creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed (such as from the aura of terror spell, for example). 
IMPLACABLE PURSUER
Divination [Ranger]
Level: Divine 4 (Exotic UnCommon)
Components: V, S
Casting Time: 1 minute
Range: Long (100 ft. + 20 ft./level); see text
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

The implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started. If you are a ranger, you apply your favored enemy bonus to the DC of the Will save. Once you successfully target a creature with implacable pursuer, you know its location as long as the subject is moving, no matter where it goes on the same plane. Even if it leaves the plane, implacable pursuer tells you what plane the subject creature went to. The spell then provides no further information until you and the subject creature are on the same plane, in which case the spell resumes functioning normally.
Implosion
 Evocation
Level: Divine 9 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one corporeal creature/round
Duration: concentration (up to 1 round per 2 levels)
Saving Throw: Fortitude partial
Spell Resistance: yes

This spell causes a destructive resonance in a corporeal creature’s body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level, half dmg if pass save. If you break concentration the spell immediately ends, however, any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Imprisonment
Abjuration [Truename]
Level: Arcane 9 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes
 
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar Divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s truename and say it correctly, the target takes a –4 penalty on its save.
INCITE
Enchantment (Compulsion) [Mind-Affecting]
Level: Divine 1, Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creatures in a 10-ft. burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

Affected creatures are not allowed to delay or to ready an action. If a subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it loses that action.
INCORPOREAL ENHANCEMENT
Necromancy [Taint]
Level: Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One incorporeal undead/ level
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements improves by the base amount for every five caster levels beyond 5th, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls, and +8 to turn resistance.
INCORPOREAL NOVA
Necromancy
Level: Divine 5, Arcane 6 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The spell destroys 4 HD worth of creatures per caster level (maximum 80 HD) in the area. On a failed Will save, the undead take 2d6 + ½ caster level in Cha damage. If they pass they take ½ damage. Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as are other incorporeal creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that is not sufficient to affect a creature is wasted.
INDOMITABILITY
 Abjuration
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

The indomitability spell protects its recipient from the first incapacitating attack the creature suffers during the spell’s duration. An incapacitating attack is one that would reduce the recipient to less than 1 hit point. The attack must be one that deals damage; the indomitability spell offers no protection from nondamaging effects or attacks that kill or destroy without dealing any damage, such as death effects. Regardless of how much damage the attack deals, the recipient of the indomitability spell takes only enough damage to be reduced to 1 hp. The remaining damage from the attack is ignored. Once the spell protects the subject in this manner, the spell is discharged.
INFERNAL THRENODY
Evocation [Taint, Sonic, Song]
Level: Arcane 3 (Exotic Uncommon)
Components: V, S
Casting Time: 1 round
Range: 50 ft.
Area: 50-ft.-radius emanation centred on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level of each evil-aligned divine spellcaster within range. This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level. Within the spell’s area, each evil-aligned divine spellcaster gains a +4 profane bonus on Charisma checks to rebuke undead, and each good-aligned divine spellcaster takes a –4 profane penalty on Charisma checks to turn undead.
INFERNAL TRANSFORMATION
Transmutation [Taint]
Level: Divine 7

This spell functions like lesser infernal transformation, except when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bone devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Large. You have the space and reach of a bone devil (10 feet/10 feet). You gain a +4 profane bonus to Strength and Constitution and darkvision out to 60 feet. You gain damage reduction 5/good. You also grow a tail like that of a scorpion. Whenever you take a full attack action, you can use the tail to make an additional attack each round at your highest attack bonus. A successful attack deals 3d4 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the tail attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be subjected to poison (injury, initial damage 1d6 Str, secondary damage 2d6 Str). Your equipment grows to match your new size and form, allowing the tail attack to function even if you are wearing heavy armor or other restrictive clothing. You gain the ability to speak and understand Infernal.
INFERNAL TRANSFORMATION, LESSER
Transmutation [Taint]
Level: Divine 4 (Complex Uncommon)
Components: V, S, DF
Ca sting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bearded devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Medium. You have the space and reach of a bearded devil (5 feet/5 feet). You gain a +2 profane bonus to Strength and Constitution and darkvision out to 60 feet.
You grow a snaky beard. Whenever you take a full attack action, you can use the beard to make an additional attack each round at your highest attack bonus plus all appropriate modifiers. A successful attack deals 1d8 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the beard attack must make a Fortitude saving throw (DC 10
+ 1/2 character level + Con modifier) or be affected by the devil chills disease (DMG 292). You gain the ability to speak and understand Infernal.
INFERNAL WOUND
Transmutation [Taint]
Level: Divine 2, Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the duration of the spell (regardless of how many times it is struck during that time). The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + your relevant ability modifier), a cure spell, or a heal spell.
INFERNO
Transmutation [Fire, Song]
Level: Divine 5, Arcane 5 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 6 rounds; see text
Saving Throw: Fortitude negates and Reflex partial; see text
Spell Resistance: Yes

The target of the inferno takes 6d6 points of fire damage unless it makes a Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames. Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth. Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage. After the first round, the subject can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage. Rolling on the ground (the subject becomes prone) allows the target a +2 bonus on this save. Leaping into a large body of water or magically extinguishing the flames automatically ends the effect.
Material Component: A gob of beeswax.
Inflict Critical Wounds, Mass
 Necromancy
Level: Divine 8 (Simple Common)

 This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).
Inflict Light Wounds
 Necromancy
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half
Spell Resistance: yes
 
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. 
Heighten Effect: You deal 2d8 points of damage +1 point per caster level (maximum +10).
Inflict Light Wounds, Mass
 Necromancy
Level: Divine 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S
 Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/level, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Will half
Spell Resistance: yes
 
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
Heighted Effect: it deals 2d8 points of damage +1 point per caster level (maximum +30).
Inflict Serious Wounds
 Necromancy
Level: Divine 3 (Simple Common)
 
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
Diminished Effect: you deal 2d8 points of damage +1 point per caster level (maximum +10).
Heighted Effect: you deal 4d8 points of damage +1 point per caster level (maximum +20).
Inflict Serious Wounds, Mass
 Necromancy
Level: Divine 7
 
This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).
Diminished Effect: you deal 2d8 points of damage +1 point per caster level (maximum +10).
Heighted Effect: it deals 4d8 points of damage +1 point per caster level (maximum +30).
INHIBIT
Enchantment (Compulsion) [Mind-Affecting]
Level: Divine 1, Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You inhibit your foe from acting. The subject is forced to delay until the following round, acting immediately before you on your initiative count.
INKY CLOUD
Evocation [Water]
Level: Divine 2, Arcane 2 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centred on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You create an inky cloud that billows out from your location. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. A moderate current disperses the cloud in 4 rounds; a strong current disperses the cloud in 1 round. This spell functions only underwater. 
Material Component: A small vial containing the ink of a squid or octopus.
Insanity
 Enchantment (compulsion) [mind-affecting, curse];
Level: Arcane 7 
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes
 
The affected creature suffers from a moderate depravity. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.
Diminished Effect: Mild Depravity
Heighted Effect: Major Depravity
Mild Depravity Effects
Aggressive: You are easily angered and cannot hide your feelings. In combat, you try so hard to hurt your enemies that you neglect your own defense, and you take a –1 penalty to Armor Class.
Bestial: You take on a ferocious, wild demeanor. You gain a +2 circumstance bonus on Handle Animal, Ride, and wild empathy checks. You take a –1 penalty on other Charismabased ability checks and skill checks.
Compulsive: Pick a compulsive ritual to adopt. For example, you and your equipment are never clean enough. You can only break out of the compulsive pattern by eating bugs, which sometimes disagree with you. Once each day, make a DC 10 Fortitude save; if you fail, take 1d4 points of nonlethal damage.
Crazed: You can no longer easily cope with sudden changes in circumstance. If you are surprised at the outset of an encounter, for your first action you have an equal chance of charging the foe or running away. 
Disoriented: You lose track of events. If you are surprised at the outset of an encounter, you are dazed for 1 round.
Mildly Phobic: You gain a mild phobia, which requires you to succeed on a Will save or become shaken whenever you encounter the object of your phobia. The DC of the save equals 12 + the CR of the challenge that is the object of the phobia. (Treat CRs of less than 1 as 0.) Neglectful: You disregard hygiene and cultural mores. You take a –2 penalty on Charisma-based ability checks and skill checks.
Opinionated: You are so wrapped up in commenting on everything you hear that you are often caught off-guard. You are always fl at-footed in the first round of combat.
Prophetic: Your dark dreams torment you with strange visions of things that might occur in the future. You zealously proclaim a different prophecy each week, making sure everyone you meet knows what is about to transpire. Your DM determines what prophetic insight you envision each week (10% are actually accurate!). In addition, you take all the usual ill effects of continual nightmares.
Sycophantic: You fill the air with a torrent of unctuous flattery of your companions, opponents, or imaginary friends. You take a –2 penalty on Listen checks and Spot checks. Enemies gain a +2 bonus on Listen checks to hear you.
Moderate Depravity Effects
Delusional: You’re convinced that the world is an Illusion and that you and your companions are being controlled by inhabitants of a distant, alien realm. You take a –2 penalty on Wisdom-based ability checks and skill checks.
Deranged: Your grasp upon reality becomes tenuous. You take a –2 penalty on Intelligence-based ability checks and skill checks.
Distracted: You pay more attention to the whispers in your mind than to your surroundings. You take a –2 penalty on skill checks.
Hallucinating: You see things that aren’t there, and often have trouble sorting reality from your imagination. You take a –6 penalty on initiative checks.
Hysterical: Everything you meet is hilarious. It takes a short time to perceive the humor; then a laughing jag overwhelms you. During the second round of a combat encounter, you can take only a single move action or standard action.
Jittery: You are easily startled and spooked. If you are hit while fl at-footed, you become panicked.
Moderately Phobic: You gain a moderate phobia, which requires you to succeed on a Will save (DC 14 + the CR of the challenge) or become frightened whenever you encounter the object of your phobia. This symptom replaces your previous symptom of mild phobia.
Solipsistic: You believe that you are the only thing that matters in the universe. As a result, whenever you are struck in combat, you have to make a DC 20 Will save. If you fail the save, you take an additional 1 point of damage per die of damage received.
Treacherous: Any time the chance to make an attack of opportunity presents itself, whether against an opponent or an ally, make a DC 20 Will save. If you fail the save, you must make the attack of opportunity, even if the target is your closest ally. If presented with multiple targets, determine randomly which you attack. 
Weak-Willed: The constant presence of demonic voices whispering in your ears has sapped your will. You take a –3 penalty on Will saves.
Severe Depravity Effects
Apathetic: You withdraw into yourself, losing contact with the world. Reduce both your Charisma and Wisdom scores by 2.
Craven: You become a lily-livered coward. When casting, you must always cast defensively. When attacking, you must always fight defensively.
Enthralled: You are drawn to and fascinated by evil. You no longer have the will to strike it down. Whenever you fight an evil opponent, you always attack at –4 and any damage you do counts only as nonlethal damage.
Fatalistic: You become oppressed by negative, defeatist thinking and are convinced there’s little you can do to save yourself from a horrible fate. Take a –3 penalty on your saving throws.
Hubristic: You regard yourself as superior to all things, even the gods. cleric healing has no effect on you. 
Murderous: You experience irresistible murderous urges. If an opportunity to deliver a coup de grace is available, you must take this action. You cannot distinguish between an ally and an opponent—if anyone is helpless, you must deliver the coup de grace.
Paranoid: You grow overly suspicious, even of your closest companions. In combat, you cannot avoid watching for signs of treachery. Whenever one of your allies engaged in combat makes an attack and fails to hit, you become suspicious that the ally is secretly a traitor to your party. You take a –1 penalty to any rolls you make during that turn, since some of your attention is focused on monitoring the suspected traitor’s activities. If more than one ally fails to hit, the penalty is cumulative. 
Severely Phobic: You gain a severe phobia, which requires you to succeed on a Will save (DC 16 + the CR of the challenge) or become panicked whenever you encounter the object of your phobia. This symptom replaces your previous symptom of moderate phobia. Unbalanced: Your unstable mind makes you unpredictable, particularly in combat. You are automatically confused on your first turn in any combat and every other turn thereafter.
Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you. Reduce your Wisdom score by 2.
Insect Plague
Conjuration (summoning)
Level: Divine 5 (Complex Common)
Casting Time: 1 round
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Effect: one swarm of locusts per 3 levels, each of which must be adjacent to at least 1 other swarm
Duration: 5 rounds + 1 round./level
Saving Throw: none
Spell Resistance: no
 
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
INSIDIOUS RHYTHM
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 immediate action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The subject takes a –4 penalty on Intelligence-based skill checks and Concentration checks due to an endlessly recycling melody stuck in its mind. Whenever the subject attempts to cast, concentrate on, or direct a spell, it must succeed on a Concentration check (DC equal to insidious rhythm’s save DC + spell’s level) or fail at the attempt.
INSIGHTFUL FEINT
Divination
Level: Arcane 1 (Simple Uncommon)
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +10 insight bonus on the next single Bluff check that you make to feint in combat (if it is made before the start of your next turn). You can make the feint as a move action, or once as a free action if you have the Improved Feint feat.
INSPIRATIONAL BOOST
Enchantment (Compulsion) [Mind-Affecting, Sonic, Song]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or special; see text

While this spell is in effect, the bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before the beginning of your next turn, the spell’s effect ends.
INSTANT LOCKSMITH
Divination
Level: Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.
INSTANT REFUGE
Universal 
Level: Arcane 9 (Complex Rare)
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Until discharged

This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name. When casting instant refuge, you must specify the locale and detail up to six specific conditions that trigger the spell. When any of these situations occurs, you are whisked away to the location. The location can be any place you have visited, even on another plane.
Material Component: A concoction made from demon skin and rare herbs worth 250 gp.
XP Cost: 100 XP.
INSTANT SEARCH
Divination
Level: Divine 1, Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You can make one Search check in this round as a free action. You gain a +2 insight bonus on the check.
Instant Summons
 Conjuration (summoning)
Level: Arcane 7 (SnCn)
Casting Time: 1 standard action
Components: V, S, M (sapphire worth 1,000 gp)
Range: see text
Target: one object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Duration: permanent until discharged
Saving Throw: none
Spell Resistance: no

You call some nonliving item from virtually any location directly to your hand. First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp.
Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way. If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
INTERPLANAR MESSAGE
Evocation [Language-Dependent]
Level: Divine 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: One creature
Duration: Instant
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell allows you to send a limited message of twenty-five words or less to the targeted creature, which can be on another plane when the message is received. You must have touch the creature you intend to communicate with at some time.
That creature should be able to understand a language you know (otherwise, when the magic is activated, the creature knows that you sent the message, but has no idea what the message is). At any time afterward you touch him, you can send your interplanar message to that creature.
The message pops into the target’s mind, awake or asleep, and the target is aware that the message has been delivered. If the message arrives when the target is asleep, it might appear as a vivid dream that the target remembers upon awakening. This spell does not obligate nor force the creature you communicate with to act. The target cannot reply to tell you it’s plans or intentions. The message travels through the Astral Plane to reach its target, so the spell cannot reach planes separate from (not coterminous to or coexistent with) the Astral Plane. 
INTERPLANAR TELEPATHIC BOND
Divination
Level: Arcane 6 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: You plus one willing creature/3 levels, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like telepathic bond, except that the communication functions both on the same plane and across planes.
Material Component: Pieces of eggshell from two different kinds of creatures.
Interposing Hand
 Evocation [force, Giant]
Level: Arcane 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a soft glove)
Range: medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (–1 size, +11 natural).
It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target is a move action.
Invisibility
 Illusion (glamer)
Level: Arcane 2
Casting Time: 1 standard action
Components: V, S, M/DF (an eyelash encased in gum arabic)
Range: personal or touch
Target: you or a creature or object weighing no more than 100 lb./level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object);
Spell Resistance: yes (harmless) or yes (harmless, object)
 
The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
If there is a reason for someone to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC same as spell. The outline still gives the invisible creature 20% miss chance. Invisibility can be made permanent (on objects only) with a permanency spell.
 
Diminished Effect:s: Duration is concentration
Heightened Effect:s:  Can attack and still be invisible. Creatures get a Will save to see your outline after your 1st attack but only once.
Invisibility Purge
Evocation
Level: Divine 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area if you beat a caster level check.
INVISIBILITY, SUPERIOR
Illusion (Glamer)
Level: Arcane 8 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min/level then 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This powerful glamer functions like invisibility (PH 245), except that it masks image, scent, and sound alike, concealing the subject from all senses except touch. As with greater invisibility, this spell doesn’t end if the subject attacks but the duration goes down to 1 round/level the instant he does attack. While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight.
Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance if the one using these spells doesn’t beat you at a caster level check. Creatures under the effect of the spell can be detected by true seeing. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.
Iron Body
 Transmutation
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M/DF (a piece of iron from an iron golem, a hero’s armor, or a war machine)
Range: personal
Target: you
Duration: 1 round/level (D)

This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are gain +10 to save for blindness, ability score damage, deafness, disease, drowning, Lightning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You need to be critical twice to be effected by critical hits (and still need to confirm),  You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
IRON BONES
Level: Divine 4, Arcane 4 (Simple Rare)

This spell functions like stone bones except that the subject creature’s skeleton changes to iron. The creature gains a +6 passive defence bonus to AC.
Arcane Focus: A miniature skull made out of iron or steel.
IRON SILENCE
Transmutation [Sonic]
Level: Arcane 2, Divine 2 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One suit of armor touched/3 levels
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks. Only wearers proficient in the armor’s use get this benefit when wearing the affected armor. The armor check penalty still applies to other skill checks as normal.
IRONGUARD
 Abjuration
Level: Arcane 7 (Complex Uncommon)
Components: V, S, F, M

This spell functions like lesser ironguard, except that the subject you touch gains DR 20 to magic metal as well. 
Material Component: A tiny shield of wood, glass, or crystal. 
Focus: A small nugget of adamantine worth 100 gp.
IRONGUARD, LESSER
 Abjuration
Level: Arcane 5 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
 
The subject of lesser ironguard gains DR 20/magic to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object are shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object’s hardness for determining damage to it).
Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks.
Material Component: A tiny shield of wood, glass, or crystal.
IRONGUTS
 Abjuration
Level: Divine 1, Arcane 1 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

You enable a creature to better fight off the effect of poison. The subject is filled with antitoxin and gains a +5 alchemical bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion, or inhalation. After the spell ends, the subject is nauseated for 1 round. 
Material Component: A vial containing the diluted poison of four different creatures.
IRONTHUNDER HORN
Transmutation [Sonic, Song]
Level: Arcane 2 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

You create a deep resonant vibration that can shake creatures off their feet. Creatures in the area must succeed on a Reflex saving throw or fall prone.
Ironwood
Transmutation [Plant]
Level: Divine 6
Casting Time: 1 minute/lb. created
Components: V, S, F (wood to be transformed)
Range: 0 ft.
Effect: an ironwood object weighing up to 5 lb./level
Duration: 1 day/level (D)
Saving Throw: none
Spell Resistance: no
 
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Irresistible Dance
 Enchantment (compulsion) [mind-affecting, Song]
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V
Range: touch
Target: living creature touched
Duration: 1d4+1 rounds
Saving Throw: Will partial
Spell Resistance: yes
 
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds.  The subject can move up to twice his normal movement rate but always provokes AOO when moving.  A successful Will save reduces the duration of this effect to 1 round.
JAGGED TOOTH
Transmutation [Dragon]
Level: Divine 3 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One natural slashing or piercing weapon of target creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell doubles the critical threat range of one natural weapon that deals either slashing or piercing damage. Multiple effects that increase a weapon’s threat range stack.
Heighten Effect: Can cast spell on any weapon.
JOYFUL NOISE
 Abjuration [Song]
Level: Arcane 1 (Exotic Common)
Components: S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centred on you
Duration: Concentration; see text
Saving Throw: None
Spell Resistance: No

You create sonic vibrations that negate any magical silence effect in the area. This zone of negation moves with you and lasts as long as you continue to concentrate. The silence effect is not dispelled but simply held in abeyance; it remains in effect outside the area of the joyful noise effect.
Jump
 Transmutation [Shaman]
Level: Divine 1, Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a grasshopper’s hind leg)
Range: touch
Target: creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes
 
The subject gets a +10 enhancement bonus on Jump checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
JUNGLE’S RAPTURE
Transmutation [Curse, Plant]
Level: Divine 5 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living nonplant creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

The creature targeted by this spell immediately takes 1d6 points of Dexterity drain. This drain manifests as a hardening of the limbs and skin as the victim’s flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of Dexterity drain. Even if drained points are restored (through restoration, for example), the target creature still takes Dexterity drain each day until the spell is lifted. Once a victim of jungle’s rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of Transmutation magic, the plant is a normal plant with no Intelligence, Wisdom, or Charisma scores.
Jungle’s rapture is a curse, and as such it cannot be dispelled. It can be removed with a breakEnchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster level of that spell is equal to or higher than your caster level at the time you cast jungle’s rapture.
JUNGLERAZER
Necromancy [Plant]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.
Keen Edge
 Transmutation
Level: Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s one weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object);
 Spell Resistance: yes (harmless, object)
 
This spell makes a weapon magically keen, improving its ability to deal telling blows. This Transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
Multiple effects that increase a weapon’s threat range (such as the keen special weapon property and the Improved Critical feat) stack. You can’t cast this spell on a natural weapon, such as a claw.
Diminished Effect: Can cast on Natural weapon. 
KELPSTRAND
Conjuration (Call) [Plant]
Level: Divine 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Make a ranged touch attack at each target. If you hit a creature, you immediately make a CMB grapple check against the creature as a free action without provoking attacks of opportunity. You add your caster level and Wisdom bonus to the result of your grapple check rather than your Strength bonus and BAB. If you succeed, the target becomes entangled in the thick strands of kelp and is grappled. Each round, the target can attempt to escape the kelpstrand by making a successful CMB or Escape Artist check against the kelpstrand’s grapple check. You are not considered grappling yourself while using this spell. Once you shoot your strands of kelp, you need not take any action to maintain the effect. A creature targeted with multiple kelpstrands has to make separate grapple or Escape Artist checks against each kelpstrand currently grappling it to escape. If you cast this spell while you are within 300 feet of the ocean shore, you gain a +4 bonus on any grapple checks made to determine the outcome of a kelpstrand grapple.
Material Component: A piece of dried seaweed.
KISS OF THE VAMPIRE
Transmutation [Taint]
Level: Arcane 7 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.
• enervation, as a melee touch attack
• vampiric touch, as a melee touch attack
• charm person
• gaseous form (self only)
While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Charisma modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Charisma modifi er) or be stunned (or charmed as by charm monster) for 10 rounds. Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires. 
Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fangmouthed face.
KNIGHT’S MOVE
Conjuration (Teleportation) [Holy]
Level: Divine 3 (Complex Rare)
Components: V, S, DF
Casting Time: 1 swift action
Range: 5 ft./2 levels; see text
Target: You
Duration: Instantaneous

You can teleport with a limited distance and a circumspect form of movement. You can instantly move up to 5 feet per two caster levels with this spell, but you must end this movement in a square that leaves you flanking an enemy.
Knock
 Transmutation
Level: Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V
Range: medium (100 ft. + 10 ft./level)
Target: one door, box, or chest with an area of up to 10 sq. ft./level
Duration: instantaneous; see text
Saving Throw: none
Spell Resistance: no
 
The knock spell opens stuck, barred, locked, held, or arcane locked doors. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus or if have the device disable skill this can give you a +10 bonus to your next check within next 10 mins. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
Know Direction
 Divination
Level: Divine 0
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: instantaneous
 
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
KNOW GREATEST ENEMY
Divination
Level: Divine 1 (Simple Rare)
Components: V, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell evaluates the creatures in the area and determines the relative power level of each. Creatures are evaluated as follows.
CR Strength
4 or lower Weak
5–10 Moderate
11–15 Strong
16 or higher Overwhelming
Among creatures within the same category, you know which is the most powerful, but not why. For example, among a group of ogres (CR 2), you would know one of them (an ogre with two levels of barbarian, CR 4) was the most powerful, but not know if it was because the ogre had class levels, a template (such as half-fiendish), or for another reason. Any spell of 3rd level or higher that prevents scrying attempts on a creature (such as nondetection) or an area (such as false vision) thwarts this spell’s ability to evaluate that creature or creatures within that area.
KNOW VULNERABILITIES
Divination
Level: Divine 3, Arcane 4 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You learn any special qualities, vulnerabilities, and resistances the target creature has. Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype having vulnerability to fire or a crystalline creature’s susceptibility to the shatter spell). Resistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks. The spell identifies resistances and vulnerabilities granted by spell effects. For example, if cast upon a balor, you learn that it has damage reduction 15/cold iron and good; spell resistance 28; immunity to poison, fire, and Lightning; resistance to acid 10 and cold 10; and that it does not have any particular vulnerabilities.
Diminished Effect: Upon casting this spell, you learn a number of strengths or weaknesses of the target equal to one, plus one strength or weakness per two caster levels (maximum four). You can choose to learn strengths, weaknesses, or some combination thereof that you specify. If a creature has more strengths or weaknesses than you can learn with a single casting, you learn the most powerful ones first.
LAND WOMB
 Abjuration [Earth, Plant]
Level: Divine 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and one other creature/ level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You cannot enter a land womb through stone or rock, only through tillable soil. The land womb holds you secure 10 feet below the surface. Anyone in a land womb cannot be perceived by Divination spells of 4th level or less. You can bring one additional creature per caster level with you into the land womb. All creatures to be brought into the land womb must be touching each other (for instance, holding hands in a ring). Land womb creates an underground space large enough to hold all target creatures. While space is tight, spellcasting by targets is still possible while in the confines of the spell’s effect. You can no longer hear or see anything on the surface by nonmagical means. You can end the spell at will, but those who are with you cannot. At the end of the spell’s duration, all within the land womb return to the spot where they stood before the spell took effect.
LANGUOR
Necromancy [Nature]
Level: Divine 4 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. This ray causes creatures it hits to become weak and slow for the spell’s duration. A struck creature takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+10). In addition, a subject that fails a Will save is slowed. The spell’s slow effect counters and is countered by haste.
LAST BREATH
Necromancy 
Level: Divine 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Last breath restores life to a recently deceased creature, creating a new body for the returning spirit to inhabit. However, the spell must be cast within 1 round of the victim’s death. This spell functions like reincarnate (PH 270), except that the reincarnated creature receives no level loss, no Constitution loss, and no loss of spells. The creature has –1 hit point (but is stable). 
Material Component: Rare oils and unguents worth a total of at least 500 gp, spread over the remains.
LAUNCH ITEM
Transmutation
Level: Arcane 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cast this spell on a Fine item in your possession, causing it to fly at a target of your choice. This spell is normally used to launch dangerous items (flasks of acid, thunderstones, arrow or bolts and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range. The max range you can push an object is 50 feet, unless it is a bolt or an arrow, then you use range increment of 80 feet and a max of 400 feet. Drawing a bolt for this spell is a free action.
LAY OF THE LAND
Divination [Plant, Song]
Level: Arcane 4, Divine 4 (Exotic Common)
Components: V, S, F/DF
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location. Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.
Arcane Focus: A small piece of lodestone.
Legend Lore
 Divination
Level: Arcane 6 (Simple Common)
Casting Time: see text
Components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
 Range: personal
Target: you
Duration: see text
 
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumours, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the Divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters that are 11th level and higher are “legendary,”as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds
.
Levitate
 Transmutation [Air]
Level: Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F (a leather loop or golden wire bent into a cup shape)
Range: personal or close (25 ft. + 5 ft./2 levels)
Target: you or one willing creature or one object (total weight up to 100lb./level)
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no
 
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half  its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack  rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
LIFE BOLT
Necromancy
Level: Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Up to five rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You draw forth some of your own life force to create a beam of positive energy that harms undead. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d12+1 point per level(Max 5) points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level. If you shoot multiple rays, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. All rays must be aimed at enemies that are all within 30 feet of each other.
LIFE WARD
 Abjuration
Level: Divine 4 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

A creature warded by this spell gains protection from the effects of positive energy, including magical healing. The spell can be cast upon undead to offer additional protection against the turning abilities of clerics. The subject gains 1 DR for every 2 levels to  all positive energy effects, including Necromancy (healing) spells, channelled positive energy such as from the turn undead ability, or other effects that derive their power from positive energy. This spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there as well as giving a save even when dont get one against positive spells.
LIFE’S GRACE
 Abjuration
Level: Divine 5 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute + 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The living creature touched gets +10 to saves vs. all death spells, magical death effects, energy drain, and any negative energy effects. He takes ½ damage from any ability damage. In addition, the subject takes ½ damage from undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. (For example, the spell protects from poison damage from the poisonous bite of an undead creature.) This spell does not prevent such attacks from undead originating from spells, magic items, or class abilities; only the special attacks from the undead’s base nature are affected. In addition, the subject’s armor or clothing is considered ghost touch armor, and its armor bonus counts against incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC for this purpose, though it can be enhanced with spells such as magic vestment.)
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Light
 Evocation [light]
Level: Divine 0, Arcane 0
Casting Time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Target: object touched
Duration: 10 min/level
Saving Throw: none
Spell Resistance: no

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
LIGHT OF LUNIA
Evocation [Positive, Light]
Level: Celestia 1, Divine 1, Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target and Effect: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text

The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.
Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell. 
Heighted Effect: Each ray reduces radiance by only 10 feet and can shoot 6 before spell ends.  Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.
LIGHT OF VENYA
Evocation [Positive, Light]
Level: Divine 3 (Simple Rare), Arcane 3 (Exotic Rare)

This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points
of damage, or 6d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 1d6 points of damage + your spellcaster level (maximum 1d6+10) to a living, non-evil creature.
Lightning Bolt
 Evocation [Lightning]
Level: Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (fur and a glass rod)
Range: 120 ft.
Area 120-ft. line
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
 
You release a powerful stroke of electrical energy that deals 1d6 points of Lightning damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in
its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
LIGHTNING RING
Evocation [Lightning]
Level: Arcane 8 (Complex Rare)
Components: V, S, M
Casting Time: 1 round
Range: Personal
Effect: Ring of Lightning
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes

The ring of Lightning moves with you and does not interfere with your spellcasting or attacks, or with others attacking you. As long as the lightning ring is in effect, you gain resistance to Lightning 20. At the beginning of your turn each round, adjacent creatures take 10d6 points of Lightning damage, or half that with a successful Reflex save. In addition, each round as a free action at the beginning of your turn, you can direct two lightning bolts that deal 5d6 points of Lightning damage each, exactly as the lightning bolt spell (caster level 5th), in any directions you choose. Each bolt can be aimed separately. A creature struck by one of these bolts can make a Reflex save for half damage. The DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.
Material Components: A small glass ring and a bit of fur from any animal.
Limited Wish
 universal
Level: Arcane 7 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (diamond worth 1,500 gp)
Range: see text
Target:, Effect:, Area see text
Duration: see text
Saving Throw: none, see text
Spell Resistance: yes

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
- Duplicate any Arcane spell of 6th level or lower, provided the spell is not of a school prohibited to you.
- Duplicate any non-Arcane of 5th level or lower, provided the spell is not of a school prohibited to you.
- Duplicate any Arcane spell of 5th level or lower, even if it’s of a prohibited school.
- Duplicate any non-Arcane spell of 4th level or lower, even if it’s of a prohibited school.
- Undo the harmful effects of many spells, such as geas/quest or insanity.
- Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack, or taking a –7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).
LION’S ROAR
Evocation [Sonic]
Level: Divine 8, Courage 8 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft.-radius burst centred on you
Duration: Instantaneous or 1 minute/level
Saving Throw: Fortitude partial or Will negates (harmless); see text
Spell Resistance: Yes 

You open your mouth and emit a tremendous roar, a sound like a lion but as loud as a mountain falling.
All enemies within the spell’s area take 1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned for 1 round. A successful Fortitude save halves the damage and negates the stunning effect. In addition, all allies within the spell’s area gain a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).
LISTENING COIN
Divination (Scrying) [Song]
Level: Arcane 3 (Exotic Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical sensor
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You turn two ordinary coins into magic listening devices—one a sensor and the other a receiver. After casting the spell, you simply give the sensor coin away, either surreptitiously or overtly. By holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like a clairaudience effect). If the sensor coin is in a pocket, pouch, or sack, the DC of the Listen check increases by 5. The coins continue to function no matter how far apart they are, although they fall silent if they’re on different planes.
Focus: The pair of coins.
LIVELY STEP
Transmutation
Level: Arcane 2 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centred on you
Duration: Up to 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Once you cast this spell, the speed of you and all allies within 30 feet of you increases by 10 feet. You and other affected creatures can only benefit from this spell by refraining from taking any actions other than move actions. When one of the affected creatures takes any other kind of action, this spell ends.
Focus: A small drum.
Liveoak
 Transmutation [Plant]
Level: Divine 6 (Exotic Uncommon)
Casting Time: 10 minutes
Components: V, S
Range: touch
Target: tree touched
Duration: 1 day/level (D)
Saving Throw: none
Spell Resistance: no

This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
LIVING PRINTS
Divination [Plant]
Level: Divine 1 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You perceive tracks as if they had just been made. You must notice the prints normally with a successful Search or Survival check, but this eliminates any penalties to your tracking due to the passage of time or any rainfall since the making of the trail. This spell has no effect on tracks more than thirty days old.
LIVING UNDEATH
Necromancy
Level: Divine 2 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of the spell, as if it were undead. While the spell is in effect, the subject takes a –4 penalty to its Charisma score (to a minimum of 1).
Locate Object
 Divination [Truename] 
Level Divine 3, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F/DF (a forked twig)
Range: long (400 ft. + 40 ft./level)
Area circle, centred on you, with a radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving Throw: none
Spell Resistance: no
 
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through Divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Heighted Effect: Locates a known or familiar creature. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once or have its truename and say it correctly.
LOVE’S LAMENT
Enchantment (Compulsion) [Mind-Affecting, Song, Sonic]
Level: Arcane 3 (Exotic Common)
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Creatures within the area of this spell that fail their saves take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds.
LOYAL VASSAL
 Abjuration [Lawful, Holy]
Level: Divine 2 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target:s: One willing creature touched/3 levels
Duration: 10 minutes/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You protect the subjects against mind affecting spells and abilities, giving them a +3 sacred bonus on saving throws against such effects. The spell also helps prevent them from being magically compelled to harm you or anyone else affected by this spell. Any attempt to make a loyal vassal do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell. If the subjects willingly attempt to harm you, the spell is broken for them immediately.
LUCENT LANCE
Evocation [Light]
Level: Divine 6, Arcane 5 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes; see text

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck is blinded for 1 round, and dazzled for 1 round per caster level. A creature sensitive to bright light (such as a drow, duergar, or kuo-toa) takes penalties as if it had been exposed to full daylight for 1 round if struck by the beam, even if it resists the spell’s other effects. In addition to this dazzling effect, lucent lance deals damage based on the level of light available within your square. In bright light, it deals 1d6 points of damage per caster level (maximum 15d6). In shadowy illumination, it deals 1d4 points of damage per caster level (maximum 15d4). If no light is present in your square, the spell cannot be cast at all. 
Focus: A clear glass or crystal rod.
Heighten Effect: Any darkness spell that the ray passing through is dispelled instantly. Also this creates light 20 radius from you for 1 round after you cast your spell, dispelling any darkness effects up to 5th level.
Lullaby
 Enchantment (compulsion) [mind-affecting]
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes
 
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Spot, listen. Search checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
LUMINOUS GAZE
Evocation [Light]
Level: Arcane 1 (Simple Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell causes your eyes to glow with an unearthly radiance. The glow from your eyes provides light as per the light spell. Each creature within a 20-foot radius of you is dazzled as long as they remain with range. Sightless creatures are unaffected.
MADDENING SCREAM
Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8
Components: V (Complex Uncommon)
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield.
MADDENING WHISPERS
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 8
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You can choose to inflict one of the following conditions upon any creatures that fail their saving throws. 
Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria affects subjects as though they were nauseated; they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a subject can take is a single move action per turn.
Panic: The subjects become panicked. If cornered, a panicked creature cowers.
Violent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.
Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.
MAELSTROM
Conjuration [Water, Nature]
Level: Divine 8, Ocean 8 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Effect: A whirlpool 120 ft. wide and 60 ft. deep
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: No

Maelstrom causes a deadly vortex to form in water. A body of water in which you form the maelstrom must be at least 120 feet wide and 60 feet deep, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell’s saving throw. These creatures and objects take 3d8 points of damage upon being sucked in. Once inside, creatures and objects take 3d8 points of bludgeoning damage each round at the beginning of your turn. They remain trapped for 2d4 rounds, after which time they are ejected to any square adjacent to the bottom of the vortex (your choice). Ejected subjects might be sucked back into the vortex, but they receive a new Reflex save. Subjects of Large or smaller size are ejected from the bottom of the vortex. Larger subjects are ejected from the top.
Mage Armor
Abjuration [force]
Level: Arcane 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a piece of cured leather)
Range: 0
Target: Self
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no
 
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
  
Heightened Effect:s: Gains +6 Armour bonus to AC. Self only.
MAGE ARMOR, MASS
 Abjuration [Force]
Level: Arcane 3 (Complex Common)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart

This spell functions like mage armor (PH 249), except that it affects multiple creatures.
Mage Hand
 Transmutation
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S
 Range: close (25 ft. + 5 ft./2 levels)
Target: one nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: none
Spell Resistance: no
 
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Heighted Effect: can propel the object up to 20 feet in any direction. An object on a creature gets a Will save to stop effect. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The spell has an effective Strength of 10. 
Mage’s Disjunction
Abjuration
Level: Arcane 9 (Complex Uncommon)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
Duration: permanent 
Saving Throw: Will negates (object)
Spell Resistance: no

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell like effects are separated into their individual components (ending the effect as dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its possessor’s Will save bonus. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or  connection with the device.
Mage’s Faithful Hound
 Conjuration (call)
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Range: close (25 ft. + 5 ft./2 levels)
Effect: phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/ caster level; see text
Saving Throw: none
Spell Resistance: no

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow Illusions.
If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.
Mage’s Lucubration
 Transmutation
Level: Arcane 6 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: instantaneous

You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion. If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available. 
Mage’s Magnificent Mansion
 Conjuration
Level: Arcane 7 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
Range: close (25 ft. + 5 ft./2 levels)
Effect: extradimensional mansion, up to three 10-ft. Cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw: Will negates
Spell Resistance: no

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Those you designate may enter the mansion, but anyone that is not designated must make a Will save to enter. They can try once an hour to enter. The portal is made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. 
Mage’s Private Sanctum
Abjuration
Level: Arcane 5 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
Range: close (25 ft. + 5 ft./2 levels)
Area 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving Throw: none
Spell Resistance: no

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area.
Mage’s private sanctum can be made permanent with a permanency spell.
Mage’s Sword
 Evocation [force]
Level: Arcane 7 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a miniature platinum sword worth 250 gp)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one sword
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Magic Aura
 Illusion (glamer)
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
Range: touch
Target: one touched object weighing up to 5 lb./level
Duration: one day/level (D)
Saving Throw: none; see text
Spell Resistance: no

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Magic Circle against Law/Chaos
Abjuration [Law or Chaos]
Level: Divine 3, Arcane 3 (Complex Common)
Casting Time: 1 round action.
Components: V, S, M/DF (a 3-foot diameter circle of powdered silver)
Range: touch
Area 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless); 
Spell Resistance: no; see text
 
 You choose which this spell will affect at time of casting Law or Chaos. All creatures within the area gain the effects of a protection from Law/Chaos spell, and no summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from Law/Chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against Law/Chaos can be focused inward rather than outward. When focused inward, the spell binds a  called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from Law/Chaos spell for that creature only. See Conjuration school Calling for more info on this.
Magic Circle against Tainted
Abjuration [good]
Level: Divine 3, Arcane 3 (Complex Common)
Casting Time: 1 round action
Components: V, S, M/DF (a 3-ft diam circle of powdered silver) 
Range: touch
Area 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless); 
Spell Resistance: no; see text 

All creatures within the area gain the effects of a protection from tainted spell, and no tainted summoned creatures can enter the area either.
You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from tainted), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against tainted can be focused inward rather than outward. When focused inward, the spell binds a tainted called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from tainted spell for that creature only. See Conjuration calling
Magic Fang
 Transmutation [Nature, Ranger, Dragon, Shaman]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
 
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.
Magic Fang, Greater
 Transmutation [Nature, Ranger, Dragon, Shaman, Buff]
Level: Divine 3(Exotic Common)
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 hour/level
 
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
MAGIC FANG, SUPERIOR
Transmutation [Nature, Ranger, Dragon]
Level: Divine 4 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).
Magic Jar
 Necromancy
Level: Arcane 5 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, F (a gem or crystal worth at least 100 gp)
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 hour/level or until you return to your body
Saving Throw: Will negates; see text
Spell Resistance: yes

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from tainted or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.
Magic Missile
 Evocation [force]
Level: Arcane 1 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target:s up to five creatures, no two of which can be more than 15 ft. apart
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Magic Mouth
 Illusion (glamer)
Level: Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object
Duration: permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and Illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit  Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. 
Magic mouth can be made permanent with a permanency spell.
Magic Stone
 Transmutation [Earth]
Level: Divine 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:s up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes (harmless, object)
 
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.
Magic Vestment
 Transmutation
Level: Divine 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes (harmless, object)
 
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Magic Weapon
 Transmutation
Level: Divine 1, Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes (harmless, object)
 
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. 
Magic Weapon, Greater
 Transmutation
Level: Divine 4, Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (powdered lime and carbon)
Range: close (25 ft. + 5 ft./2 levels)
Target: one weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes (harmless, object)
 
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their Transmutation when used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
Major Creation
 Conjuration (creation)
Level: Arcane 5 (Complex Uncommon)
Casting Time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Duration: see text

This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.
Hardness and Rarity 	Examples Duration:
Vegetable matter 		2 hr./level
Stone, crystal, base metals 	1 hr./level
Precious metals 		20 min./level
Gems 		10 min./level
Rare metal1 	1 round/level
1 Includes adamantine, alchemical silver, and mithral. You can’t use major creation to create a cold iron item.

MAKE MANIFEST
 Abjuration 
Level: Divine 4 (Complex Uncommon), Arcane 6 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You can cause one creature on a coexistent plane (DMG 150), along with its personal belongings, to suddenly appear on your plane of existence. An affected creature appears in the location analogous to the space it occupied on the coexistent plane. For example, the make manifest spell allows you to cause a target on the Ethereal Plane to appear on the Material Plane, and vice versa. This spell does not grant the ability to pinpoint the location of ethereal creatures. For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes. For example, a ghost brought in from the Ethereal Plane would be unable to return to the Ethereal Plane but would remain incorporeal. At the end of the spell’s duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.
MAKE MANIFEST, MASS
 Abjuration 
Level: Divine 6 (Complex Uncommon), Arcane 8 (Simple Rare)
Components: V, S, M
Area: 25-ft.-radius emanation centred on a point in space
Saving Throw: None

This spell functions like make manifest, except that all creatures and unattended objects on coterminous and coexistent planes within the area of this spell are instantly brought onto your plane. For the duration of the spell, the target creatures retain all their abilities except for those that allow them to enter other planes. At the end of mass make manifest’s duration, objects and creatures return to their plane of origin, even if they have left the spell’s area.
Material Component: A handful of copper dust.
Make Whole
 Transmutation
Level: Divine 5, Arcane 5 (Complex Rare)
Range: close (25 ft. + 5 ft./2 levels)
Target: one object of up to 10 cu. ft./level or one construct creature

This spell functions as mending, except that it repairs 1d6 points of damage per level. In addition, make whole can be used on broken magic items (at 0 hit points or less) and it restores the magic abilities of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single use items (such as potions and scrolls) cannot be repaired in this way. This spell repairs damage done to construct creatures, bypassing their immunity to magic as if it did not allow spell resistance. When used in this way, make whole can restore no more than 5d6 points of damage.
MANTLE OF Alignment
 Abjuration [Chaos]
Level: Divine 3 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

Choose alignment to protect against. The power of this spell grants you spell resistance equal to 12 + your caster level against spells with the chosen descriptor. This spell is the opposite alignment chosen to protect against (so if chose Lawful, is a Chaos spell)
MANTLE OF THE ICY SOUL
Transmutation [Cold]
Level: Divine 6 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

The subject creature gains the cold subtype, granting it resistance 10 to cold every 2 levels (Max 100) and vulnerability to fire (the creature takes half again as much damage from fire effects). A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration.
Material Component: A pinch of sapphire dust worth 10 gp.
MANYJAWS
Evocation [Force]
Level: Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One pair of disembodied, flying jaws per caster level (maximum ten pairs)
Duration: Concentration, up to 3 rounds
Saving Throw: See text
Spell Resistance: Yes

When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect manoeuvrability. You can redirect as many of the jaws as you desire as a standard action. Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage or half that amount with a successful Reflex save. A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.
Material Component: A pair of teeth.
Mark of Justice
 Necromancy [Curse, Giant]
Level: Divine 5 (Complex Uncommon)
Casting Time: 10 minutes
Components: V, S, DF
Range: touch
Target: creature touched
Duration: permanent; see text
Saving Throw: none
Spell Resistance: yes
 
You draw an indelible mark on the subject and state some behaviour on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behaviour that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a breakEnchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
MARK OF THE OUTCAST
Necromancy [Curse]
Level: Divine 2 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an indelible mark on the subject’s face (or other upper body part, if the subject doesn’t have a head). The mark is visible to normal vision, low-light vision, and darkvision. The wearer of such a mark takes a –5 circumstance penalty on Bluff and Diplomacy checks and a –2 penalty to Armor Class. The mark cannot be dispelled, but it can be removed with a break Enchantment, limited wish, miracle, remove curse, or wish spell.
MARKED OBJECT
Divination [Ranger]
Level: Divine 1(Exotic Rare), Arcane 2 (Complex Rare)
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours/level

Upon casting this spell, you become attuned to the specific creature that owns the spell’s focus item. (A creature is considered to own an item if it was the last creature to carry the item on its person for 24 hours or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a +10 bonus on Search and Survival checks made to track the item’s owner or find evidence of the owner’s passage. This spell does not give you insight into whom or what the creature you are attuned to is or where that creature ultimately might be. Also, the spell does not provide a trail that is not already there nor provide you with the benefit of the Track feat. 
Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.
MASTER AIR
Transmutation [Air, Nature]
Level: Divine 2 (Exotic Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You sprout a pair of insubstantial feathery or bat like (your choice) wings. You can fly at a speed of 30 feet with good maneuverability (20 feet if you’re wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load, plus any armor you wear.
Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.
Focus: A wing feather from any bird or the wing bone of any bat.
MASTER EARTH
Transmutation [Earth, Nature]
Level: Divine 7 (Complex Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You travel straight through the earth itself to a destination you choose. The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don’t think of an exact location, the earth carries you to the periphery of the general area you imagine. The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creatures built structures don’t hinder you as long as you can move around them. This spell functions only on the Material Plane.
Focus: The fossil of any animal.
MAW OF CHAOS
Evocation [Chaotic]
Level: Arcane 9 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 15-ft.-radius emanation centred on a point in space
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

All creatures in the area take 1d6 points of damage per caster level in the round when you cast the spell and each round thereafter at the start of your turn. Those damaged must also make a Will saving throw or be dazed for 1 round. Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed. Creatures with the chaotic subtype are unaffected by this spell. 
Material Component: A jawbone with teeth.
MAW OF STONE
Transmutation [Earth]
Level: Cavern 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One cave mouth or natural tunnel up to 20 ft. in diameter
Duration: 10 minutes/level (D)
Saving Throw: Reflex partial;see text
Spell Resistance: No

You cause a single natural opening or natural chamber to become animated. The opening or chamber cannot move, but it can attack. You can order it to attack any creature, or a specific type of creature. You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something. An animated opening can attack only creatures that try to move through it. An animated chamber can attack every creature inside. Only one maw of stone can be in effect on a particular opening or chamber at a time. The animated opening has an attack bonus equal to your level +10. The maw of stone deals damage equal to 2d8 points + your caster level. An animated opening can make one immediate attack against a creature passing through. If it succeeds, the target must make a Reflex save or it cannot pass through the maw. The animated stone has an Armor Class of 15 and hardness 8. Dealing 60points of damage to it ends the spell.
Maze
 Conjuration (teleportation) [Fey]
Level: Arcane 8 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
 Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: see text
Saving Throw: none
Spell Resistance: yes
 
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave. On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaur’s are not affected by this spell.
MECHANUS MIND
Enchantment (Compulsion) [Lawful, Mind-Affecting]
Level: Mechanus 2, Arcane 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains a +4 resistance bonus on Will saving throws to resist mind affecting spells and abilities. While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 competence bonus on Intelligence-based checks, but takes a –2 penalty on Charisma-based checks.
Meld into Stone
 Transmutation [Earth, Nature]
Level: Divine 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 10 min./level

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage.
Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.
MEMORY ROT
Evocation [Nature]
Level: Divine 5 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat away at the subject’s brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A successful save ends the spores’ advance and halts any further Intelligence drain.
Mending
 Transmutation
Level: Divine 0, Arcane 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: one object of up to 1 lb./level
Duration: instantaneous
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes(harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to full hit points. All of the pieces of an object must be present for this spell to function. Magic items cant be repaired by this spell. Magic items that are broken (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
MESMERIZING GLARE
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 3 (Simple Rare)
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One living creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you. Creatures that fail their saving throws become fascinated. Each round gets a new save to break fascination.
Message
 Transmutation [language-dependent]
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S, F (a piece of copper wire)
 Range: medium (100 ft. + 10 ft./level)
Target:s one creature/level
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no
 
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Heighted Effect: recipients don’t have to mouth the words or whisper, which means that those skilled in reading lips have no opportunity to learn the messages. Effect 1 creature lvl that all have to be within 30 feet of each when spell is cast.
METAL MELT
Transmutation [Fire]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical metal object weighing up to 5 lb./level
Duration: 1 round
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You alter the physical properties of a metal object so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. An item in a creature’s possession is allowed a Will save, using the creature’s saving throw bonus unless its own is higher.
Material Component: A drop of mercury in a vial.
Meteor Swarm
 Evocation [fire]
Level: Arcane 9 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Area four 40-ft.-radius spreads, see text
Duration: instantaneous
Saving Throw: none or Reflex half, see text
Spell Resistance: yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below).
If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once. 
MIASMA
Evocation [Air]
Level: Divine 6 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 3 rounds/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

By filling the subject’s mouth and throat with unbreathable gas, you prevent it from doing much more than coughing and spitting. An affected creature cannot speak, cast spells with verbal components, use breath weapons, or utter command words to activate magic items, but it can otherwise act normally. The subject can hold its breath for 2 rounds per point of Constitution but must make a Constitution check
(DC 10 +1 per previous success) each round thereafter to continue doing so. Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to –1 hit points and is dying; on the third round, it suffocates (DMG 304).
MIASMA OF ENTROPY
Necromancy
Level: Divine 4, Arcane 5 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area or Target: Cone-shaped burst or one solid object; see text
Duration: Instantaneous
Saving Throw: Fortitude half or
Will negates (object); see text
Spell Resistance: Yes (object)

Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell’s area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.
Alternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.
Mind Blank
 Abjuration [Psionic]
Level: Protection 8, Arcane 8 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell gives +5 against all mind-affecting spells and effects as well as information gathering by Divination spells or effects. Mind blank even gives bonus against limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. If the subject fails a save of a spell that detect, influence, or read emotions or thoughts he gets to make another save immediately.
Mind Fog
 Enchantment (compulsion) [mind-affecting, air, Psionic]
Level: Arcane 5 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: fog spreads in 20-ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
 Saving Throw: Will negates
Spell Resistance: yes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. 
MIND POISON
Necromancy [Psionic]
Level: Arcane 3 (Simple Uncommon)
Components: V, S, M
Ca sting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

You infect the subject with a poison that saps willpower, dealing 1d10 points of Wisdom damage immediately and another 1d10 points of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Int or Charisma modifier, for wizards or sorcerers, respectively).
Material Component: A piece of a toadstool.
Minor Creation
 Conjuration (creation)
Level: Arcane 4 (Complex Uncommon)
Casting Time: 1 minute
Components: V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)
Range: 0 ft.
Effect: unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Attempting to use any created object as a material component causes the spell to fail. Attempting to use this spell to create food to eat only cures hunger for duration of spell then it is like you never ate. If use this spell to create poisonous plant matter that quality of the plant is inert. 
Miracle
 Evocation
Level: Divine 9 (Complex Common)
Casting Time: 1 standard action
Components: V, S; see text
Range: see text
Target:, Effect:, or Area see text
Duration: see text
Saving Throw: see text
Spell Resistance: yes
 
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
– Duplicate any cleric spell of 8th level or lower.
– Duplicate any other spell of 7th level or lower.
– Undo the harmful effects of certain spells, such as feeblemind or insanity.
– Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the Divine 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:
– Swinging the tide of a battle in your favour by raising fallen allies to continue fighting.
– Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
– Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
Mirage Arcana
 Illusion (glamer)
Level:   Arcane 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S
 Area one 20-ft. cube/level (S)
Duration: Concentration +1 hour/ level (D)

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The Illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the Illusion just as they can hide themselves within a real location).
Mirror Image
 Illusion (figment)
Level:   Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min/level

This spell creates a number of Illusionary doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack targets you and misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).
Misdirection
 Illusion (glamer)
Level:   Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object, up to a 10-ft. cube in size
Duration: 1 hour/level
Saving Throw: none or Will negates; see text
Spell Resistance: no
 
By means of this spell, you misdirect the information from Divination spells that reveal auras (detect  tainted, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not tainted, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of Divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).
MISER’S ENVY
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you designate a target creature and specify an object, both of which must be within the spell’s range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally. Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.
Material Component: A copper piece.
Mislead
 Illusion (figment, glamer) [Fey]
Level:   Arcane 6 (Complex Common)
Casting Time: 1 standard action
Components: S
Range: close (25 ft. + 5 ft./2 levels)
Target:/Effect: you/one illusory double
Duration: 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw: none or Will disbelief (if interacted with); see text
Spell Resistance: no
 
You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration.
Modify Memory
 Enchantment (compulsion) [mind-affecting, Song, Psionic]
Level: Arcane 4 (Exotic Common)
Casting Time: 1 round; see text
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes
 
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways:
– Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
– Allow the subject to recall with perfect clarity an event it actually experienced.
– Charismange the details of an event the subject actually experienced.
– Implant a memory of an event the subject never experienced.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost. A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.
MOMENT OF CLARITY
 Abjuration
Level: Divine 1 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or ability, that creature immediately receives another saving throw against the effect’s original DC to break free of the effect. If the spell or ability did not originally permit a saving throw, this spell has no effect.
Moment of Prescience
 Divination
Level: Arcane 8 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 hour/level or until discharged
 
This spell grants you a powerful sixth sense in relation to yourself.
Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed.
You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can’t have more than one moment of prescience active on you at the same time.
MONSTROUS THRALL
Enchantment (Compulsion)[Mind-Affecting, Truename]
Level: Domination 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 24 hours/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like true domination except that the subject can be any creature and is permanently dominated if it fails its initial Will save and use its truename correctly. A subject ordered to take an action against its nature receives a saving throw with a –4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. 
MOON BLADE
Necromancy
Level: Moon 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: A swordlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

You call a swordlike beam of moonlight into your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus. Attacks with a moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage +1 point per two caster levels (to a maximum of +10) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage +1 point per caster level (to a maximum of +20) per blow. The blade is immaterial, and your Strength modifier does not apply to the damage.
A successful moon blade strike temporarily scrambles magic. On the target’s next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is equal to 10 + damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid losing the spell in addition to the check on its next turn.)
Material Component: A small candy made with wintergreen oil.
MOON BOLT
Evocation
Level: Divine 4 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half (living target) or Will negates (undead target)
Spell Resistance: Yes

A moon bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.
MOON LUST
Illusion (Pattern) [Mind-Affecting]
Level: Divine 1 (Exotic Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon, staring at the moon or imagining it in its mind, and is considered fascinated for the duration of the spell, but gets a new save each round. If the saving throw is successful, the subject is instead dazzled for the duration of the spell. Sightless creatures are not affected by this spell.
Focus: A silver ingot worth 5 gp.
MOON PATH
Evocation [Force]
Level: Moon 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A variable-width, glowing white stair or bridge of translucent force up to 15 ft./level long; see text
Duration: 10 minute/level (D)
Saving Throw: None; see text
Spell Resistance: No

Moon path allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip. The strip can be from 3 to 20 feet wide as you decide. (You can vary the width over the ribbon’s length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair.
At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path. Protected creatures gain the benefit of a sanctuary effect. This functions like the 1st-level spell sanctuary except that the save DC is 15 + your Wis modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects. Protected creatures also stick to the top of the moon path as though they have received spider climb spells. A creature loses both benefits immediately when it leaves the path. Unlike a wall of force, a moon path can be dispelled. It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds. A disintegrate spell blasts a hole in the path 10 feet square, leaving the rest of the path intact. (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.) A hit from a rod of cancellation, a sphere of annihilation, or Mage’s disjunction destroys a moon path. Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures. Gaze attacks cannot operate through a moon path. A moon path must be straight, continuous, and unbroken when formed. If its surface would be interrupted by any object or creature, the spell fails. The bridge version of the spell must be created fl at. The stair version cannotrise or descend any more sharply than 45 degrees.
Material Component: A white handkerchief.
MOONBEAM
Evocation [Light]
Level: Moon 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 1 minute/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No

On your turn each round, you can change the direction the cone of light points. Light from a moonbeam spell does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make a Will save to void involuntarily assuming their animal forms. A lycanthrope in animal form can change out of it on the creature’s next turn (spending a round in animal form). However, if it is still in the area of the spell, it must succeed on a Will save to do so. Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours. Moonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it. Darkness spells of higher level block a moonbeam. 
Material Component: A pinch of white powder.
MOONBOW
Evocation [Lightning]
Level: Arcane 5 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 1d4 motes of Lightning
Duration: Instantaneous or up to
4 rounds; see text
Saving Throw: None
Spell Resistance: Yes

This spell conjures three glowing motes of Lightning. You direct any number of the motes to fly off and strike targets within the spell’s range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of Lightning damage per two caster levels (maximum 10d6). If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.
Material Component: A small piece of moonstone.
MOONFIRE
Evocation [Light, Cold]
Level: Moon 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst and cone shaped emanation; see text
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Reflex half and Will negates; see text
Spell Resistance: Yes

Living creatures in the area of a moonfire spell feel an unnatural chill and take 1d8 points of damage per two caster levels (maximum 10d8). Undead and shapechangers take 1d8 points of damage per caster level (maximum 20d8). This application of the spell allows a Reflex save for half damage. All magical auras within the cone glow with a faint blue light for 1 round per caster level. Disguised, shapechanged, or polymorphed creatures and objects in the spell’s area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.
The entire area covered by the cone glows silver-white for 1 round per caster level. This radiance is as bright as the light of a full moon and negates Lightning damage for 1 round per caster level unless the item or creature generating the Lightning effect makes a caster level check (1d20 + item’s caster level or creature’s caster level) against a DC equal to 10 + your caster level. If an Lightning effect is generated outside
the glowing cone, the cone blocks the Lightning effect unless the creature generating the effect succeeds on a caster level check. If an Lightning effect is generated inside the glowing cone, the cone negates the Lightning effect unless the creature generating the effect succeeds on a caster level check.
Mount
Conjuration (summoning)
Level: Arcane 1 (Simple Common)
Casting Time: 1 round
Components: V, S, M (a bit of horse hair)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one mount
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no
 
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Heighten Effect:s:
Level: 3 Duration:1 hour/level (D)
Effect: You call a Large, quasi-real, horse like creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colour, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 (–1 size, +4 passive defence, +5 Dexterity) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 10 feet per caster level, to a maximum of 100 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Level: 4 Effect: One additional mount/2 levels
This spell functions like level 3. You call into being one or more quasi-real mounts. These mounts accept only you and those that you designate as riders. The mounts appear as horses or any other commonly ridden mounts, but they have a foggy, almost translucent nature, and their colours shift across the spectrum over time. An ethereal mount has a speed of 240 feet on the Ethereal Plane and can carry its rider’s weight plus 10 pounds per level. (If the Deep Ethereal is used in your cosmology, then the amount of time to reach destinations is halved while on an ethereal mount.) Cannot be cast outside the Ethereal Plane.. 
Move Earth
 Transmutation [Earth]
Level: Divine 6, Arcane 6 (Simple Common)
Casting Time: see text
Components: V, S, M (clay, loam, and sand and an iron blade)
Range: long (400 ft. + 40 ft./level)
Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
 
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunnelling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
MURDEROUS MIST
Conjuration (Calling) [Air, Fire, Nature]
Level: Divine 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cloud spreads in a 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex partial; see text
Spell Resistance: No

You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of fire damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded. Any creature within the cloud has concealment. Winds do not affect the cloud’s direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.

NATURE’S AVATAR
Transmutation [Nature]
Level: Divine 9  ( Exotic Rare)
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Animal touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1d8 temporary hit points per caster level, plus the effect of a haste spell.
NATURE’S RAMPART
Transmutation [Plant, Earth]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, F
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Area: Structure up to 40 ft. square
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You shape a natural setting into a formidable defensive position. Usually this spell is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although nature’s rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effect of the spell depends on the terrain:
Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive cover. Attackers approaching on foot must scramble down into the ditch and then climbing 10 feet to reach the top of the dike (Climb DC 10).
Rough Outdoor Site or Cavern: Loose stones and boulders, dead wood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive cover.
Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra, nature’s rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to 1/4 their normal speed (minimum 5 feet) and cannot charge or run.
Focus: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.
NERVESKITTER
Transmutation
Level: Arcane 1 (Exotic Uncommon)
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes

You cast this spell when you and your party roll for initiative. You enhance the subject’s reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.
NET OF SHADOWS
Illusion (Shadow) [Darkness]
Level: Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 25 ft. apart
Duration: 1d6 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell gives the subjects concealment, but the shifting magic shadows also inhibit the subjects’ ability to ascertain their surroundings. The subjects can see only 5 feet through the shadows that coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows.
Neutralize Poison
 Necromancy
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M/DF (charcoal)
Range: touch
Target: creature or object of up to 1 cu. ft./level touched
Duration: 10 min/level or Instant
Saving Throw: Will negates (harmless, object);
Spell Resistance: yes (harmless, object)

You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized and the spell ends. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
If a creature is not poisoned it gains +10 to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option. If cast on a creature, the creature receives a Will save to negate the effect.
NIGHT’S CARESS
Necromancy
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.) The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Nightmare
 Illusion (phantasm) [Mind-Affecting, Tainted]
Level: Arcane 5 (Simple Rare)
Casting Time: 10 minutes
Components: V, S
Range: unlimited
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Knowledge
Will Save 				Modifier
None1 					+10
Secondhand (you have heard of the subject) 		+5
Firsthand (you have met the subject) 		+0
Familiar (you know the subject well) 		–5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection
Will Save 				Modifier
Likeness or picture 			–2
Possession or garment 		–4
Body part, lock of hair, bit of nail, etc. 	–10
Dispel tainted cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel tainted.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Spellcraft check as if you were in the midst of casting a spell or the spell ends.  If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures that don’t sleep (such as elves, but not half-elves) or dream are immune to this spell. 
NIGHTMARE LULLABY
Enchantment (Compulsion) [Mind-Affecting, Sonic, Song]
Level: Divine 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.
NIGHTSHIELD
 Abjuration
Level: Divine 1, Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level (D)

This spell provides a +1 resistance bonus on saving throws; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, the spell negates magic missile attacks directed at you.
NIMBUS OF LIGHT
Evocation [Light]
Level: Divine 1, Purification 1 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged (D)

The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you. As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.
Nondetection
Abjuration
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (diamond dust worth 50 gp)
Range: touch
Target: creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object); 
Spell Resistance: yes (harmless, object)
 
The warded creature or object becomes difficult to detect by Divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a Divination is attempted against the warded creature or item, the caster of the Divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.
OBEDIENT AVALANCHE
Conjuration (Call) [Cold]
Level: Cold 9, Arcane 9 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 20-ft.-radius avalanche of snow centred on a point in space; see text
Duration: Instantaneous
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: No

An obedient avalanche spell affects creatures differently, depending on where they are in relation to the avalanche. 
Within 20 feet of the Centre Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels. A successful Reflex save halves the damage. Creatures who fail their saves are also buried (DMG 90). All squares within 20 feet of the centre point are covered in heavy snow (DMG 94), which persists as long as ordinary snow would. A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand.
Between 20 feet and 40 feet of the Centre Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the centre point took (Reflex negates). Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check and it pushes characters away from the centre point of the spell. All squares in the 20-foot to 40-foot ring are covered in snow (DMG 94), which persists as long as ordinary snow would.
Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (DMG 91) even after the snow melts. Structures struck by an obedient avalanche take 1d6×10 points of damage.
An obedient avalanche extinguishes all flames it touches, whether they are normal or magical.
Obscure Object
Abjuration
Level: Divine 3, Arcane 2 (Simple Rare)
Casting Time: 1 standard action
Components: V, S, M/DF (chameleon skin)
Range: touch
Target: one object touched of up to 100 lb./level
Duration: 8 hours (D)
Saving Throw: Will negates (object); 
Spell Resistance: yes (object)

This spell hides an object from location by Divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the Divination is targeted on the object) or fails to perceive the object (if the Divination is targeted on a nearby location, object, or person)
Obscuring Mist
Evocation [Air]
Level: Divine 1, Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 20 ft.
Effect: cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no

A misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Heighten spells Arcane: are all Complex, Divine all Exotic[Nature]
Level: 2: Range: medium (100 ft. + 10 ft. Level) Area: fog spreads in 20-ft. radius, 20 ft. High Duration: 10 min./level SR no

A bank of fog billows out from the point you designate. The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud’s new spread each round based on its new centre, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapours are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks.  

Following heighten spells using above as base:
Arcane:
Level: 3 A Duration: 1 round./level SR yes
Effect: it must make a Fortitude save or contract a disease equivalent to the shakes (DMG 292), which strikes immediately (no incubation period). Magic Shakes: Frequency 1/hour Effect 1d8 Dex damage; Cure 2 consecutive saves.

Level: 4 A SR yes
Effect: fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. Prevent effective ranged weapon attacks. can’t take a 5-foot step while in fog. A creature or object that falls into  fog is slowed, so that each 10 feet of vapour that it passes through reduces falling damage by 1d6. only a severe wind (31+ mph) disperses these vapours, and it does so in 1 round.

Level: 5 A: Duration: 1 round./level SR yes
Effect: vapours are yellowish green and poisonous. These vapours automatically do Con damage to any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD takes Con damage unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).  Each round those that are 3 or less HD take 1d6 + 1/2 CL in Con damage. Those HD 4 to 6 that fail take same dmg as 3 HD.
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. Moves away from you at 10 feet per round, rolling along the surface of the ground.

Level: 6 A: [Cold or Acid] SR yes
Effect: Each round on your turn, the frigid or acid mist deals 2d6 points of cold damage to each creature and object within it. If cold, coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone.

Level: 7 A: Abjuration Area: 30-ft.-radius emanation centred on a point in space Duration: 1 round/level SR yes
Effect: Same as level 4 effect plus any spells cast inside are at -4 caster level and -2 DC. If  leave the fog effect persists for another 1d4 rounds.

Level: 8 A:[Fire] Duration: 1 round./level SR yes
Effect: The white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round.

Divine:
Level: 5 D: Emanation centred on you. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects, such as level 5 or 6(acid) effect and green dragon breath. The cloud of mist leaves everything within its area damp.
ONE MIND
Divination [Holy]
Level: Divine 2 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You temporarily strengthen the mental bond with your special mount when you cast this spell. You and your mount both gain a +2 bonus on attack rolls as long as you are mounted. When you are mounted on your special mount, the link with your mount sharpens your senses, giving you a +4 insight bonus on Spot and Listen checks and the scent ability (MM 314) for the duration of the spell.  If your mount ever moves more than 10 feet from you, the spell ends.
Heighten Effect: In addition you and your mount gain a +2 bonus on melee damage rolls as long as you are mounted.
Diminished Effect:  Don’t get +2 to attack rolls when mounted
ONE WITH THE LAND
Transmutation [Plant]
Level: Divine2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You forge a strong link with nature that gives you greater insight into your environment. You gain a +2 competence bonus on Handle Animal, Hide, Move Silently, Search, Survival, and wild empathy checks.
OOZE PUPPET
Transmutation
Level: Arcane 6 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One ooze
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. You can force the ooze to perform as you desire, within the limits of its abilities. Controlling the ooze’s actions for an entire round is a move action for you. When the ooze is not directed to move, attack, or undertake any actions by you, telekinetic force holds it immobile. Once control is established,
you must have line of sight to the ooze to manipulate it, but distance is not otherwise a factor, unless you and the ooze are on different planes (at which point the spell ends). If a controlled ooze splits, such as a black pudding (MM 201) struck by a slashing weapon, you retain control of only one of the resultant oozes (choose randomly).
OPALESCENT GLARE
Necromancy [Positive]
Level: Arborea 4, Divine 6, Arcane 6 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: Yes

Inspired by the deadly gaze of the noble ghaele eladrin, you gain a gaze attack usable against creatures within 60 feet. If an tainted creature with 5 or fewer Hit Dice meets your gaze (DMG 294), it takes 2d6 + ½ caster level in Con damage unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell (PH 229) for 2d10 rounds. Non-tainted ceatures and tainted creatures with more than 5 Hit Dice are not slain by the gaze, and they suffer the fear effect only if they fail the Will save.
Heighten Effect: Can add one HD every 3 levels after caster level 11.
Open /Close
 Transmutation
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S, F (a brass key)
Range: close (25 ft. + 5 ft./2 levels)
Target: object weighing up to 30 lb. or portal that can be opened or closed
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect. 
ORB OF energy
Conjuration (Call) [see text]
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of energy
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No

Choose one type of energy when casting this spell (Fire, Lightning, Cold, Acid, Sound). An orb of energy is about 3 inches across shoots from your palm at its target; dealing 1d6 points of energy damage per caster level (maximum 10d6). You must succeed on a ranged touch attack to hit your target. Whatever energy type you choose, this spell becomes that type of spell.
ORB OF Energy, LESSER
Conjuration (Call) [Acid]
Level: Arcane 2 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Choose one type of energy when casting this spell (Fire, Lightning, Cold, Acid, Sound). An orb of energy about 2 inches across shoots from your palm at its target, dealing 1d8 points of energy damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 2nd, your orb deals an additional 1d8 points of damage: 2d8 at 4th level, 3d8 at 6th level, 4d8 at 8th level, and the maximum of 5d8 at 10th level or higher.

Order’s Wrath
 Evocation [lawful]
Level: Divine 4 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area nonlawful creatures within a burst that fills a 30-ft. cube
Duration: instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: yes

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.
The spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. 
OTYUGH SWARM
Conjuration (Call)
Level: Pestilence 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Three or more otyughs, no two of which are more than 30 ft. apart
Duration: Seven days or seven months (D)
Saving Throw: None
Spell Resistance: No

Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool. You can choose to create 3d4 ordinary
otyughs (MM 204) or 1d3+1 Huge otyughs with 15 HD (MM 292). The otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. They remain with you for seven days unless you dismiss them. If the otyughs are created only
for guard duty, the duration of the spell is seven months. In this case, the otyughs must be ordered to guard only a specific site or location. Otyughs summoned to guard duty cannot move outside the spell’s range. You must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal. After you cast the spell, otyughs not summoned for guard duty can leave the area of offal at your command.
Overland Flight
 Transmutation
Level: Arcane 5 (Complex Uncommon)
Components: V, S
Range: personal
Target: you
Duration: 1 hour/ 2 levels

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight hour period of flight (or 48 miles at a speed of 30 feet).

Outsider HIDE
 Abjuration [see text]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Taint creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains damage reduction 5/cold iron or good(treat as Evil spell) or  5/Evil(treat as good spell).
PANACEA
Necromancy
Level: Divine 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned.
It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20).Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.
Pass without Trace
 Transmutation [Plant]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:s one creature/level touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless);
 Spell Resistance: yes (harmless)

The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Passwall
 Transmutation [Earth]
Level: Arcane 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (sesame seeds)
Range: touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.
PAVILION OF GRANDEUR
Conjuration(Creation)
Level: Creation 9
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional pavilion, up to five 10-ft. cubes/level (S), plus
feast for 12 creatures/level
Duration: 24 hours/level (D) plus 12
hours; see text
Saving Throw: None
Spell Resistance: No

You conjure up a grand pavilion-sized tent that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 10 feet wide by 15 feet high. Only those you designate can enter the pavilion, and the entrance is shut and made invisible behind you when you enter. You can open it again from your own side at will. Once observers have passed beyond the entrance, they are in a spacious tent decorated in the colors of your faith. The lighting can vary between darkness and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your discretion when casting the spell. The pavilion is sumptuously furnished, including a full meal for a dozen creatures per caster level. Anyone who spends 1 hour dining here gains benefits identical to those of a heroes’ feast spell. While in the pavilion, creatures heal naturally at double the normal rate (not including fast healing or regeneration).
Permanency
 universal
Level: Arcane 5
Casting Time: 2 rounds
Components: V, S, M (see tables below)
Range: see text
Target:, Effect:, or Area see text
Duration: permanent; see text
Saving Throw: none
Spell Resistance: no

This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a specific amount of XP. You can make the following spells permanent in regard to yourself.
TMB
Spells cast on other creatures, objects, or locations (not on
you) are vulnerable to dispel magic as normal. Spell cast on you becoming inert for 1 round/lvl if dispel magic is cast on you as a targeted effect.
PERSISTENT BLADE
Evocation [Force]
Level: Arcane 1 (Simple Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + 1/2 your Charisma modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19–20. If an ally also attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked. Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it continues to attack the same target. If an attacked creature has spell resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full effect on that creature for the duration of the spell.
Focus: A silvered dagger.
Phase Door
Conjuration (teleportation)
Level: Arcane 7 (Simple Common)
Casting Time: 1 standard action
Components: V
Range: touch
Effect: ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration: one usage per two levels
Saving Throw: none
Spell Resistance: no

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect. You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Phase door can be made permanent with a permanency spell.
PHANTASMAL DECOY
Illusion (Phantasm) [Mind-Affecting]
Level: Divine 3 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates, and Will disbelief (if interacted with)
Spell Resistance: Yes

You create a phantasmal image of the subject’s most hated enemy by sifting through the subconscious mind of the subject. Only you and the spell’s subject can see the phantasmal creature, and the phantasm seems blurry and indistinct to you. If the target fails its Will saving throw, you designate a space that the phantasm appears to occupy. The subject must attack the phantasm, or move to be adjacent to it. A creature that attacks the phantasm is allowed an additional saving throw to disbelieve the Illusion. If moving up to the phantasm would cause the subject to cross dangerous terrain (such as a pool of lava), it does not move to be adjacent to the phantasm. It merely moves as close as it can and takes no further actions unless the phantasm moves to a space it can reach. As a move action, you can move a phantasmal decoy up to 60 feet in any direction. Because it’s not real, a phantasmal decoy isn’t affected by terrain that slows movement (although you can slow its progress voluntarily if you like to help maintain the facade of realism).
PHANTOM THREAT
Illusion (Phantasm) [Mind-Affecting, Song]
Level: Arcane 1 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You create the sensation in the subject’s mind that it is threatened by more foes than it actually faces. Though the subject doesn’t actually perceive any additional enemies (and thus doesn’t waste any attacks on the phantasm), a creature affected by this spell is considered
flanked, even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect—only a successful saving throw against the spell when initially cast can help the target. A creature that can’t be flanked is immune to this spell.
Heighten Effects:

Level: 2 Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will disbelief
Effect: If the target creature fails its saving throw, this spell creates in the subject’s mind an illusory double of whichever creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target perceives a different threatening creature more dangerous than the last. This illusory double provides two effects. First, the subject believes it is being flanked by the phantom foe and the real creature the foe duplicates. Thus, the duplicated creature is always considered to be flanking the subject in melee. A creature that can’t be flanked is immune to this aspect of the spell. Second, the subject of the spell is unable to determine that the phantom foe is not a real threat, and whenever the subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss chance against attacks from the subject of the spell. Because this miss chance comes from the subject’s inability to tell the phantom foe from the original, it is rolled separately from any miss chance that applies due to displacement or concealment. Creatures other than the subject cannot see the phantom foe, although they can attempt to guess its location by how the target acts. If the subject is not threatened by any creature at the start of its turn, the spell ends.  
Level: 3 
Effect: You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save).

Level: 4 Range: medium (100 ft. + 10 ft./level)
Effect: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm does non-lethal damage to him when it hits. The subject takes 3d6 points of damage + 1 Wisdom point each round as the creature hits him. 
PHANTASMAL THIEF
Conjuration
Level: Greed 8, Arcane 5 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless thief
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

An invisible force, not unlike the product of an unseen servant spell, comes into being where you wish. On your turn, this force steals objects from others as you inaudibly direct it (a free action). A phantasmal thief can steal an object from a creature or can pick up
an unattended object, as long as the object weighs no more than 1 pound per caster level. It cannot break into locked chests. A phantasmal thief has a Hide modifier (useful against those who can see invisible creatures) and a Move Silently modifier both equal to your caster level.
If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. It can steal objects, bring objects to you, or put them back where they came from. It can take no other actions.
A phantasmal thief needs 1 round to steal an object and another round to bring it to you. A phantasmal thief can hold only one object at a time, and the object becomes invisible in its grasp. A thief cannot take an item if it is detected by the creature it’s trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round. It cannot be harmed in any way, although it can be dispelled.
A phantasmal thief can steal an object from a creature’s hand by making a successful disarm attempt. It does so with a bonus on the disarm check equal to your caster level. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to you.
Material Component: A spool of green thread.
PHANTOM STAG
Conjuration [Nature]
Level: Divine 5 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One quasi-real, staglike creature
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: No

You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed. A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colour, insubstantial hooves that make no sound. It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider.
The phantom stag has an AC of 20 (–1 size, +6 passive defence, +5 Dexterity) and 40 hit points +5 hit points per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge). It can also trample Medium or smaller foes,
who must succeed on a Reflex save (18 + 1/2 your caster level) or take 1d6+9 points of damage as the stag moves through their space.
A phantom stag has a speed of 10 feet per caster level, to a maximum of 200 feet. It can bear its rider’s weight plus up to 10 pounds per caster level in other gear. It ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement. Phantom stags gain certain powers according to caster level. A mount’s abilities include those associated with any lower caster levels.
12th Level: The phantom stag can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. The phantom stag gains a +2 deflection bonus to AC.
14th Level: The phantom stag can fly at its speed (average maneuverability). The phantom stag gains a +4 deflection bonus to AC.
16th Level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC.
18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, caster level 18th). The phantom stag gains a +8 deflection bonus to AC.

Level: 8
Range: Medium (50 ft. + 10 ft./level) Duration: Concentration, up to 1 round/level Saving Throw: None Spell Resistance: No
Effect: Summons a Wolf
Phantom Wolf CR 12
N Large magical beast (incorporeal)
Init +9; Senses darkvision 60 ft.; Listen +20, Spot +20
Aura frightful presence
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 113 (12 HD)
Fort +12, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee bite +22 incorporeal touch (2d6 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp —
Atk Options Combat Reflexes
Abilities Str —, Dexterity 29, Con 18, Int 11, Wis 17, Charisma 26
SQ incorporeal traits
Feats Alertness, Combat Reflexes, Dodge, Mobility, Weapon Focus (bite)
Skills Listen +20, Spot +20
Frightful Presence (Su) 30-ft. radius, Will DC 24 negates. Creatures with less than 12 HD become frightened for 3d6 rounds if they fail their saves. An opponent that succeeds on the save is immune to that same phantom wolf’s frightful presence for 24 hours.

Level: 9 same as Level 8
Effect: You conjure an incorporeal bear with a fearsome roar.
Phantom Bear CR 14
N Huge magical beast (incorporeal)
Init +9; Senses darkvision 60 ft.; Listen +20, Spot +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 147 (14 HD)
Fort +13, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch (2d6 plus 3d6 cold) and bite +22 incorporeal touch (2d8 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp —
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str —, Dexterity 29, Con 20, Int 11, Wis 17, Charisma 28
SQ incorporeal traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Listen +20, Spot +20
Fearsome Roar (Su) 120-ft. radius, once every 1d4 rounds, Will DC 26 negates. Creatures within 30 feet
become panicked, others within the area become frightened for 3d6 rounds if they fail their saves.
PLAGUE OF RATS
Conjuration (Summoning)
Level: Pestilence 5
Components: V, S, DF
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Effect: One swarm of rats/2 levels, each of which is adjacent to at least one other swarm
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You summon a number of rat swarms (MM 239)—one per two caster levels—to a maximum of six swarms at 12th level. The swarms must
be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You can summon the rat swarms so that they share the spaces of other creatures. Each swarm attacks any creatures occupying its space. If no living creatures are within its space, a swarm attacks or pursues the nearest creature as best it can. You have no control over its target or direction of travel.
PLAGUE OF UNDEAD
Necromancy [Taint]
Level: Divine 9, Arcane 9 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.
The undead you create remain under your control indefinitely. No matter how many times you use this spell or Animate the Dead, however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate the dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate the dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate the dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.
The bones and bodies required for this spell follow the same restrictions as animate the dead. 
Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.
Planar Ally
 Conjuration (calling) [see text for lesser planar ally] [Truename];
Level: Divine 6 (Complex Common)
Components: V, S, DF, M (offerings worth 1,250 gp plus payment)
Effect: one or two called elementals or outsiders, totalling no more than 12 HD, which cannot be more than 30 ft. apart
when they appear

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind who’s Hit Dice totals no more than 12. The creatures agree to help you and request your return payment together.
Planar Ally, Greater
 Conjuration (calling) [see text for lesser planar ally] [Truename];
Level: Divine 8 (Complex Common)
Components: V, S, DF, M (offerings worth 2,500 gp plus payment)
Effect: up to three called elementals or outsiders, totalling no more than 18 CR, no two of which can be more than 30 ft.
apart when they appear.

This spell functions like lesser planar ally, except that you may call a single creature of 18 CR or less, or up to three creatures of the same kind whose CR total no more than 18. The creatures agree to help you and request your return payment together.
Planar Ally, Lesser
 Conjuration (calling) [see text][Truename]; 
Level: Divine 4 (Complex Common)
Casting Time: 10 minutes
Components: V, S, DF, M (offerings worth 500 gp plus payment, see text)
Range: close (25 ft. + 5 ft./2 levels) 
Effect: one called elemental or outsider of 6 HD or less
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the truename and using it correctly during the spell. (though you might get a different creature anyway). You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services. If you request a spell like ability that costs XP or gold to cast normally(even if it does not cost the creature it),  you have to pay the creature this in objects worth the value as if you cast the spell yourself (So giving material worth XP to the creature or gold) on top of the value demanded. 
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it is a spell of that type.
Planar Binding
 Conjuration (calling) [see text for lesser planar binding] [Truename];
Level: Arcane 6 (Complex Rare)
Components: V, S
Target:s up to three elementals or outsiders, totalling no more than 12 HD, no two of which can be more than 30 ft. Apart when they appear

This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.
Planar Binding, Greater
 Conjuration (calling) [see text for lesser planar binding] [Truename];
Level: Arcane 8 (Complex Rare)
Components: V, S
Target:s up to three elementals or outsiders, totalling no more than 18 HD, no two of which can be more than 30 ft. Apart when they appear.

This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.
Planar Binding, Lesser
 Conjuration (calling) [see text][Truename]; 
Level: Arcane 5 (Complex Rare)
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels); see text
Target: one elemental or outsider with 6 HD or less
Duration: instantaneous
Saving Throw: Will negate
Spell Resistance: no and yes; see text

Casting this spell attempts a dangerous act: to lure a creature from another plane up to 6 HD or less to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and Truename said correctly then it gets a save to resist the call. If you wish to call a specific individual, you must use that individual’s personal truename in casting the spell and it gets no save. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against tainted) to make the trap more secure.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.
Once the requested service is completed, the creature needs only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions. When you use a calling spell to call an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it is a spell of that type.
PLANAR BUBBLE
 Abjuration
Level: Divine 7, Arcane 7 (Exotic Uncommon)
Components: V, S, M/DF
Ca sting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell creates an area around the subject creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the creature mimic its home plane’s normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light or fire spells.
Material Component: A sprinkling of silver dust.
PLANAR EXCHANGE
Conjuration (Calling) [see text for lesser planar exchange]
Level: Divine 6 (Complex Rare)

This spell functions like lesser planar exchange, except as noted here. You trade places with an avoral guardinal (MM 141), bone devil (MM 52), or babau demon (MM 40). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can’t summon other creatures. If the creature is slain, you take 3d6 points of damage and the spell ends.
PLANAR EXCHANGE, GREATER
Conjuration (Calling) [see text for lesser planar exchange]
Level: Divine 8 (Complex Rare)

This spell functions like lesser planar exchange, except as noted here. You trade places with a leonal guardinal (MM 142), barbed devil (MM 51), or hezrou demon (MM 44). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can’t summon other creatures. If the creature is slain, you take 4d6 points of damage and the spell ends.
PLANAR EXCHANGE, LESSER
Conjuration (Calling)
Level: Divine 4 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: 0 ft.
Effect: One called creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

When you cast this spell, you call a celestial brown bear (MM 269), celestial griffon (MM 139), fiendish dire ape (MM 62), or fiendish tiger (MM 281), at your option, to your precise location. At the same instant, you are transported to that creature’s home plane, where you exist in stasis for the duration of the spell. To a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap in time between your disappearance and the creature’s appearance). 
If the called creature would not fit in the place you occupied when you cast the spell, the spell fails. If the called creature is slain, you take 2d6 points of damage, the spell ends, and you are returned to your origin plane in the space last occupied by the called creature.
A celestial creature (MM 31) called by this spell gains damage reduction 5/magic; resistance to acid 5, cold 5, and Lightning 5; spell resistance equal to its HD +5; and a smite evil attack that provides a bonus equal to its HD on one damage roll. 
A fiendish creature (MM 107) called by this spell gains damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance equal to its HD +5; and a smite good attack that provides a bonus equal to its HD on one damage roll. 
You have full control over the creature’s actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on. While in stasis, you can’t take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature’s home plane affect you in any way. You also can’t perceive anything around your body’s location. When you dismiss the spell, or when the creature is slain, you appear in the creature’s location, and it is returned to its home plane. When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.
Plane Shift
 Conjuration (teleportation)
Level: Divine 5, Arcane 7 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a forked metal rod attuned to the plane of travel)
Range: touch
Target: creature touched, or up to eight willing creatures joining hands
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your  intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
PLANE SHIFT, GREATER
Conjuration (Teleportation)
Level: Divine 7, Arcane 8 (Complex Uncommon)

This spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).
Plant Growth
 Transmutation [Plant]
Level: Divine 3 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: see text
Target: or Area see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

Plant growth has different effects depending on the version chosen.
Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by +4. This bonus is granted for 1 day after the casting of plant growth. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.
Enrichment: This effect targets plants within a range of onehalf mile, raising their potential productivity over the course of the next year to one-third above normal. 
Plant growth counters diminish plants. This spell has no effect on plant creatures.
Poison
 Conjuration (call)[Taint]
Level: Divine 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M
Range: touch
Target: living creature touched
Duration: instantaneous; see text
Saving Throw: Fortitude negates; see text; 
Spell Resistance: no

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. Spell makes poison  up to equal to the DC of the spell save(see poison list). You have to pay ½ the gp cost of the poison you want to make in a expendable component. 
POISON VINES
Evocation [Plant]
Level: Divine 4 (Complex Uncommon)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

This spell functions like vine mine (page 230), except that the vines you create are poisonous (Terinav root). A successful Fortitude save is required only upon the first entry into the spell’s area (and again 1 minute later); creatures don’t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your caster level to share this immunity.
Polar Ray
 Evocation [cold]
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a white ceramic cone or prism)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one ray/level all targets must be within 30 feet of each other.
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
 
Blue-white rays of freezing air and ice springs from your hands. You must succeed on a ranged touch attack with the rays to deal damage to a target. The rays deal 20d6 total and you can divide this up how you see fit. You can target up to one creature/level but all must be within the range of the spell. The damage is cold damage and ½ of the rays also do 1d4 points of Dexterity drain to anything that it hits.
Polymorph Any Object
 Transmutation (polymorph)
Level: Arcane 8 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (mercury, gum arabic, and smoke)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature, or one nonmagical object of up to 100 cu. ft./level
Duration: see text
Saving Throw: Fortitude negates (object); see text; 
Spell Resistance: yes (object)

This spell functions like greater polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.
Changed Subject Is: 				Increase to Duration: Factor1
Same kingdom (animal, vegetable, mineral) 	+5
Same class (mammals, fungi, metals, etc.) 	+2
Same size 				+2
Related (twig is to tree, wolf fur is to wolf)	+2
Same or lower Intelligence 		+2
1 Add all that apply. Look up the total on the next table.
Duration: Factor 	Duration: 	Example
0 		20 minutes Pebble to human
2 		1 hour 	Marionette to human
4 		3 hours 	Human to marionette
5 		12 hours 	Lizard to manticore
6 		2 days 	Sheep to wool coat
7 		1 week 	Shrew to manticore
9+ 		Permanent Manticore to shrew
If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), polymorph any object grants a score of 5 to such scores.
Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.
This spell can also be used to duplicate the effects of baleful polymorph, alter self up to 8th level effects, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.
PORTAL ALARM
 Abjuration
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic gate or portal the spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) as long as you remain within 1 mile of the warded area and on the same plane. You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm. 
Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard clearly up to 60 feet away, and it pierces closed doors and extends onto other planes. The ringing can be heard faintly up to 180 feet away and lasts for 1 round. Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded. Ethereal and astral creatures trigger a portal alarm if they pass through the portal.
You can set a portal alarm with a password, determined at the time of the casting, and this password can be discerned with the analyze portal spell. Those speaking the password before passing through the portal do not set off the alarm. 
Material Component: A tiny bell.
PORTAL ALARM, IMPROVED
 Abjuration
Level: Arcane 4 (Simple Rare)
Components: V, S, F
Duration: 8 hours/level (D)

This spell functions like portal alarm, with the following additions.
• You can designate the alarm set off by an improved portal alarm to be mental, audible, or both.
• If a mental alarm is chosen, you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal.
• You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will
saving throw to negate the effect, if applicable.
Focus: A small leather pouch containing three brass bells.
PORTAL BEACON
Transmutation
Level: Divine 1, Arcane 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You alter a magic gate or portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of casting. Once you cast portal beacon, these creatures know the direction and distance to the targeted portal for the spell’s duration. Moving to a plane other than the two connected by the portal ends the spell for that creature but leaves it intact for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions.
POSITIVE/Negative ENERGY AURA
Necromancy
Level: Divine 4 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centred on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Choose either Positive or Negative when casting this spell. Each round on your turn, every living creature within 10 feet of you gains (pos) or loses(neg) 1 hit point per three caster levels (maximum 5). Creatures can’t exceed their full normal hit point totals as a result of this effect. Undead creatures take(pos) or heals(neg) 2 points of damage per round from pos energy . Characters with protection to positive energy effects are not affected by this aura. Does not affect you.
Power Word Blind
 Enchantment (compulsion) [mind-affecting, Dragon]; 
Level: Arcane 7 (Complex Common)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature with 200 hp or less
Duration: see text
Saving Throw: none
Spell Resistance: yes

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.
Hit Points 		Duration:
50 or less 			Permanent
51–100 			1d4+1 minutes
101–200 			1d4+1 rounds
Heighten Effect:s:
Level: 8 Target: one creature with 150 hp or less
Effect: You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected.
Hit Points 		Duration:
50 or less 			4d4 rounds
51–100 			2d4 rounds
101–150 			1d4 rounds

Level: 9 [death] Target: one living creature with 100 hp or less 
Effect: You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.
Prayer
 Enchantment (compulsion) [mind-affecting];
Level: Divine 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: 40 ft.
Area all allies and foes within a 40-ft.-radius burst centred on you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes

You bring special favour upon yourself and your allies while bringing disfavour to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.
Prestidigitation
 universal
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target:, Effect:, or Area see text
Duration: 1 round
Saving Throw: see text
Spell Resistance: no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavour 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are
extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
PRISMATIC EYE
Evocation
Level: Arcane 7 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Magical eye
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell. You can move the eye up to your speed as a move action, but it cannot go beyond the spell’s range. 
Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round. You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus. A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that
the save DC (if applicable) is 19. After a particular color of ray has been used, it is no longer available to the eye, and die rolls that indicate the same color are rerolled. Once all seven rays have been fired, the eye remains until the spell’s duration expires. You can still move it, but it can fire no more rays. The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws. 
Focus: A polished, rainbow-hued abalone shell.
PRISMATIC RAY
Evocation
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect:
Color of 1d8 Beam Effect:
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points Lightning damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 — Two effects; roll twice more, ignoring any “8” results
Prismatic Wall
Abjuration
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level (D)
Saving Throw: see text
Spell Resistance: see text

Colour 	Order 	Effect: of Colour Negated By
Red 	1st 	Stops nonmagical ranged weapons. 	Cone of cold 	Deals 20 points of fire damage 
Orange 	2nd 	Stops magical ranged weapons. 		Gust of wind 	Deals 40 points of acid damage
Yellow 	3rd 	Stops poisons, gases, and petrify. 		Disintegrate 	Deals 80 points of Lightning damage 
Green	4th 	Stops breath weapons. 		Passwall		Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
Blue 	5th 	Stops Divination and mental attacks. 	Magic missile	Turned to stone (Fortitude negates).
Indigo 	6th 	Stops all spells.			Daylight		Will save or become insane.
Violet 	7th 	Energy field destroys all objects1 	Dispel magic	Sent to another plane (Will save) 

Any damage take can be saved for ½ with reflex save
1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one colour at a time, and spell resistance might render some colors ineffective
(see above).
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. Each colour in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each colour.
The wall can be destroyed, colour by colour, in consecutive order, by various magical effects; however, the first colour must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each colour present.
Prismatic wall can be made permanent with a permanency spell.
Diminished Effect: Range: 60 ft. Area cone-shaped burst Duration: instantaneous Saving Throw: see text
Spell Resistance: yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.
1d8 	Colour of 	Beam Effect:
1 	Red 	20 points fire damage (Reflex half )
2 	Orange 	40 points acid damage (Reflex half )
3 	Yellow 	80 points Lightning damage (Reflex half )
4 	Green 	Poison (TBT)
5 	Blue 	Turned to stone (Fortitude negates As flesh to stone spell)
6 	Indigo 	Insane, as insanity spell (Will negates)
7 	Violet 	Sent to another plane (Will negates)
8 	Struck by two rays; roll twice more, ignoring any “8” results.
Heighten Effect: Range: 10 ft. Effect: 10-ft.-radius sphere centred on you. This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes. You can pass into and out of the prismatic sphere and remain near it without harm. When you’re inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each colour, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the centre of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall. Prismatic sphere can be made permanent with a permanency spell.
PROBE THOUGHTS
Divination [Mind-Affecting]
Level: Mind 6, Arcane 6 (Complex Rare)
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

All of the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions. The subject is not aware that its mind is being probed, unless you wish to make it aware. If the subject moves beyond the range of the spell, the effect ends.
Produce Flame
 Evocation [fire]
Level: Divine 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 0 ft.
Effect: flame in your palm
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5).
Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
PROGRAMMED AMNESIA
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 9 (Simple Rare)
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like. 
Memory Erasure: Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends.
Negative Levels: You can bestow a number of negative levels equal to ½ the subject’s character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.
Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.)
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event. The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below). Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell. 
Material Component: A set of small crystal lenses set in gold loops worth 500 gp.
Project Image
 Illusion (shadow)
Level: Arcane 7 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a small replica of you worth 5 gp)
Range: medium (100 ft. + 10 ft./level)
Effect: one shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for Illusion spells. The spells affect other targets normally, despite originating from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.
Protection from Arrows
Abjuration
Level: Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a piece of tortoise or turtle shell)
Range: touch
Target: creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless); 
Spell Resistance: yes (harmless)
 
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Heightened Effect: Gain 10/nonmagic against ranged weapon.  Can only have 1 effect active at a time.
Protection from Chaos/Law
Abjuration [Chaos] [Law]; 
Level: Divine 1, Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF
Range: touch
Target: creature touched
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless); 
Spell Resistance: no; see text
 
This spell wards a creature from attacks by lawful or chaotic creatures(chosen when cast), from their mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by Chaos or Law creatures(whatever spell used).
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including Enchantment [charm] effects and Enchantment [compulsion] effects that grant the caster ongoing control over the subject, such as dominate person) by outsiders of said alignments(Law/Chaos). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from law/chaos effect. 
If the protection from chaos/law effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. 
Third, the spell prevents bodily contact by summoned creatures.
This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.
The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Protection from Energy
Abjuration
Level: Divine 3, Arcane 3 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

Protection from energy grants temporary resistance 100 to the type of energy you specify when you cast it (acid, cold, lightning, fire, or sonic).
When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resists energy, the protection spell absorbs damage until its power is exhausted..
PROTECTION FROM POSITIVE/NEGATIVE ENERGY
 Abjuration
Level: Divine 2 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains partial protection against either negative energy or positive energy effects chosen when casting the spell. For as long as the spell lasts, it subtracts 10 + 1 per level from the hit point damage dealt by any positive or negative energy effect(whatever was cast) that adversely affects it. Negative energy effects that don’t deal hit point damage to the subject, such as an energy drain spell, affect the subject normally.
Protection from Spells
Abjuration
Level: Arcane 8 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)
Range: touch
Target:s up to one creature touched per four levels
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Prying Eyes
 Divination
Level: Arcane 5 (Simple Uncommon)
Casting Time: 1 minute
Components: V, S, M (a handful of crystal marbles)
Range: 1 mile
Effect: 10 or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: none
Spell Resistance: no

You create a number of semi tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks, and has a +16 hide modifier. It has a spot modifier equal to your caster level (maximum +15) and is subject to Illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye travelling in darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event. The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Prying Eyes, Greater
 Divination
Level: Arcane 8 (Simple Uncommon)

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye’s maximum Perception modifier is +25 instead of +15.
PUPPETEER
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

You force the subject to mimic your actions. The subject matches your motions exactly, though it takes a –4 penalty to Dexterity and Strength. Its movements look awkward, and its actions aren’t as effective as if it were actually doing them itself. You can try to make the subject commit a suicidal act, but it receives another Will save to break the spell. If that save is successful, the subject collapses, helpless and in a comatose state, for 1d4 rounds. Anyone observing the subject of this spell can determine that the subject’s actions are being controlled by making a DC 15 Sense Motive check (or DC 10 if the controlling bard is also visible). This spell doesn’t grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell’s duration.
Purify Food and Drink
 Transmutation
Level: Divine 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Pyrotechnics
 Transmutation [Fire] 
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (one fire source)
Range: long (400 ft. + 40 ft./level)
Target: one fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text
Spell Resistance: yes or no; see text

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, coloured aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Quench
 Transmutation [Fire]
Level: Divine 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area or Target: one 20-ft. cube/level (S) or one fire-based magic item
Duration: instantaneous
Saving Throw: none or Will negates (object)
Spell Resistance: no or yes (object)

Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed). Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
QUILL BLAST
Conjuration (Call) [Nature]
Level: Divine 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius spread centred on you
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

Creatures within the spread of a quill blast are hit by one or more quills, depending on their size: Tiny or smaller, 4 quills; Small, 6 quills;
Medium, 8 quills; Large, 10 quills; and Huge or larger, 12 quills. Small or larger creatures that make their saves are struck by half as many
quills; Tiny or smaller creatures that make their saves avoid the quills completely. Each quill deals 1d6 points of damage and lodges itself into the creature it hits. Lodged quills impose a noncumulative –1 penalty on attack rolls, saves, and checks. All quills can be removed safely
as a standard action with a DC 20 Heal check. Otherwise, removing the quills deals an extra 1d6 points of damage. 
Material Component: A porcupine quill.
Heighten Effect: quills impose cumulative -1 penalty for every 2 lodged.
QUILLFIRE
Transmutation [Nature]
Level: Divine 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Your hand sprouts poisonous quills that you can use in melee or as a ranged attack. The quills deal 1d8 points of damage. They can be thrown (range increment 10 feet). The quills are poisonous (injury DC equal DC of quillfire, 1d6 Str/1d6 Str).
RADIANT ASSAULT
Evocation [Light]
Level: Divine 7 (Complex Common), Arcane 7 (Complex Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.- radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead.
Sightless creatures are unaffected by this spell.
Focus: An eye from any outsider that has 4 or more Hit Dice.
Rage
 Enchantment (compulsion) [mind-affecting]
Level: Arcane 3 (Simple Rare)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target:s one willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.
RAGING FLAME
Transmutation [Fire]
Level: Divine 1, Arcane 1 (Simple Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

This spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright. The illumination radius of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round). Fire that leaves the area remains affected by the spell. Fire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour.
Magical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die.
RAINBOW BEAM
Evocation [Light]
Level: Arcane 2 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.
1d8 Color Damage Type
1 red fire
2 orange acid
3 yellow Lightning
4 green poison
5 blue cold
6 indigo sonic
7 violet force
8 multihued roll twice (ignore further results of 8)
Focus: A small clear gem or crystal prism worth at least 10 gp.
RAINBOW BLAST
Evocation [Light]
Level: Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, Lightning, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage—one die for each of the five energy types.
Focus: A small clear gem or crystal prism worth at least 50 gp.
Rainbow Pattern
 Illusion (pattern) [mind-affecting, Fey]
Level: Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
Range: medium (100 ft. + 10 ft./level)
Effect: colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within he effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures that can’t see them are no longer affected. The spell does not affect sightless creatures.
Raise Dead
 Necromancy
Level: Divine 5 (Complex Common)
Casting Time: 1 minute
Components: V, S, M, DF (diamond worth 5,000 gp)
Range: touch
Target: dead creature touched
Duration: instantaneous
Saving Throw: none, see text
Spell Resistance: yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return and you must know the truename. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell gains one permanent negative level when it is raised and loses one Constitution as well, but it cannot be removed by any mortal means. When the raised character gains enough XP to advance they remove the negative level. If the subject is 1st level, it takes 1 point of Constitution drain instead, which cannot be gained back by any mortal means. (if this would reduce its Con to 0 or less, it can’t be raised). A character that died with spells prepared has a 50% chance of losing any given spell upon being raised.
A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions is affected in any way by this spell.
A creature that has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
RAISE FROM THE DEEP
Transmutation [Water]
Level: Arcane 4 (Complex Common)
Components: V
Casting Time: 1 minute
Range: Long (100 ft. + 20 ft./level); see text
Target: One creature or object
Duration: 1 hour/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

The subject of this spell gains magical buoyancy and floats on the surface of the water for the duration of the spell, despite its weight or normal buoyancy. It cannot swim below the surface of the water. Creatures that must breathe water can still do so. If the subject is underwater at the time this spell is cast, it rises toward the surface at a speed of 150 feet. The magic of the spell prevents the subject from taking damage from the speed of the ascent.
This spell is particularly effective at raising sunken ships from the deep. If you know the exact details of the shipwreck (its appearance, its name, the date of its creation, its history, and the circumstances of its sinking), the vertical distance between you and the subject is not a factor. When cast to raise a shipwreck, the spell brings up all surviving fragments of the ship, along with any loose objects that are in contact with the ship or enclosed inside it. The ship and its fragments remain on the surface of the ocean until the spell’s duration ends, at which point the ship sinks again if it has not been repaired. (Multiple consecutive castings of the spell might be needed to keep the ship afloat long enough to be fully repaired.)
RAPID BURROWING
Transmutation [Earth]
Level: Divine 1 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.
RAY OF CLUMSINESS
Transmutation
Level: Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject’s muscles and joints, making it more difficult for the subject to move. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).
RAY OF DEANIMATION
 Abjuration
Level: Arcane 4 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of damage per caster level to the subject (maximum 15d6). 
RAY OF DIZZINESS
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 3 (Simple Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full-round action).
Focus: A small top.
Ray of Enfeeblement
 Necromancy
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: 1 round/2 level
Saving Throw: none
Spell Resistance: yes
 
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d4+1 per two caster levels (maximum 1d4+5). The subject’s Strength score cannot drop below 9.
 
Heightened Effect:s: Does 1d6 + 1 point per two caster levels with a maximum of 1d6+6. Can drop Strength to a min of 1.
RAY OF ENTROPY
Necromancy
Level: Arcane 6 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a –4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.
Ray of Exhaustion
 Necromancy
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a drop of sweat)
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: 1 min +1 round/level
Saving Th1row Fortitude partial; see text
Spell Resistance: yes

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
RAY OF FLAME
Evocation [Flame]
Level: Arcane 1 (Simple Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). 
Focus: A small, polished glass lens.
Ray of Frost
 Evocation [cold]
Level: Arcane 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
RAY OF ICE
Evocation [Cold]
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels (maximum 5d6). Material Component: Ice or a vial of melted mountain snow.
RAY OF SICKNESS
Necromancy
Level: Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. If your ranged touch attack hits, the subject becomes sickened.
RAY OF STUPIDITY
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This ray clouds the mind of your enemy, damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low.
Material Component: A miniature cone-shaped hat.
RAY OF WEAKNESS
Necromancy
Level: Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a –2 penalty on attack rolls. Its speed is reduced by 10 feet.
RAYS OF LIGHT
Conjuration (Calling) [Light]
Level: Arcane 6 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 15-foot burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You summon blinding light to blind the eyes of your targets. Anyone in the area is blinded for 1d4 rounds; those that are light sensitive are blinded for 1d4 minutes. 
RAZORFANGS
Transmutation [Dragon]
Level: Arcane 2 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Choose one of your natural weapons that deals slashing or piercing damage (such as a bite or a single claw). That natural weapon’s threat range doubles (in most cases, becoming 19–20). The effect of this spell does not stack with any other effects that increase a weapon’s threat range.
Read Magic
 Divination
Level: Divine 0, Arcane 0
Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)
Range: personal
Target: you
Duration: 10 min./level

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
REALITY MAELSTROM
Conjuration (Calling)
Level: Arcane 9 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centred on a point in space, and 40-ft.-radius emanation centred on the same point; see text
Duration: 1 round
Saving Throw: Fort negates, Reflex negates; see text
Spell Resistance: No

You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane. Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centred on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Fort saving throw.
The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Fort saving throw to avoid being drawn into the maelstrom.
Individuals who succeed on either saving throw can move and attack as normal.
A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes. 
Material Component: A golden hoop no less than 1 inch across.
REBUKE
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Arcane 2 (Simple Uncommon), Hades 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect. 
Focus: A stick at least 1 foot long.
REBUKE, FINAL
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Arcane 7 (Complex Rare)
Saving Throw: Will partial

This spell functions like rebuke, except that the target takes 2d6 + ½ caster level in Con damage if it fails its saving throw. A creature that survives this effect is dazed for 1 round.
RECIPROCAL GYRE
 Abjuration
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No

The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be.
Material Component: A tiny closed loop of copper wire.
RECITATION
Enchantment [Mind-Affecting]
Level: Divine 4 (Complex Uncommon), Purification 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: All allies and foes within a 60-ft.-radius burst centred on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The spell affects all allies within the spell’s area at the moment you cast it. Your allies gain a +2 luck bonus to AC, on attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you. 
Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.
RED TIDE
Evocation [Water, Nature]
Level: Divine 8 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text Spell Resistance: Yes

All creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.
A creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save. The tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.
Reduce Animal
 Transmutation [Fey]
Level: Divine 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one willing animal of Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size.
Reduce Person
 Transmutation [Fey]
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 round
Components: V, S, M (a pinch of powdered iron)
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.
This spell doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell.
REDUCE PERSON, GREATER
Transmutation
Level: Arcane 5 (Complex Common)
Duration: 10 minutes/ level
The creature shrinks rapidly before your eyes.
This spell functions like reduce person, except as noted above.
Reduce Person, Mass
 Transmutation [Fey]
Level: Arcane 4 (Simple Uncommon)
Target: one humanoid creature/level, no two of which can be more than 30 ft. Apart

This spell functions like reduce person, except that it affects multiple creatures.
REFLECTIVE DISGUISE
Illusion (Glamer)
Level: Arcane 2 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment. A creature that touches or gets within 3 feet of the glamer, beyond simply viewing it, gets a Will save to recognize it as an Illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range.
REFLECTIVE DISGUISE, MASS
Illusion (Glamer)
Level: Arcane 6 (Complex Uncommon)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like reflective disguise, except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain. An unwilling target can negate the spell’s effect on itself by making a successful Will save or with spell resistance.
Refuge
 Conjuration (teleportation)
Level: Divine 7 (Complex Common), Arcane 9 (Complex Uncommon) 
Casting Time: 1 standard action
Components: V, S, M (a prepared object worth 1,500 gp)
Range: touch
Target: object touched
Duration: permanent until discharged
Saving Throw: none
Spell Resistance: no

You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used.
To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.
REFUSAL
 Abjuration
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect and Area: Invisible ward that occupies two 10-ft. squares/level (S)
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet depleted his 5th level spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.
Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.
Material Component: A pinch of dust from a wizard’s tomb.
REGAL PROCESSION
Conjuration (Summoning)
Level: Divine 3, Arcane 3 (Simple Uncommon)
Effect: One mount/level

This spell functions like mount, except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.
Regenerate
 Necromancy
Level: Divine 7 (Complex Common)
Casting Time: 3 full rounds
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also grants Fast Healing 5 for 2d10 rounds, rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
Reincarnate
 Transmutation
Level: Divine 4 (Complex Rare)
Casting Time: 10 minutes
Components: V, S, M, DF (oils worth 1,000 gp)
Range: touch
Target: dead creature touched
Duration: instantaneous
Saving Throw: none, see text
Spell Resistance: yes (harmless)

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains one permanent negative level when it is reincarnated. They cannot lose this negative level by any mortal means. This negative level is removed when they advance to next level. If the subject is 1st level, it takes 1 point of Constitution drain instead that can’t be restored by any mortal means. (If this would reduce its Con to 0 or less, it can’t be reincarnated). A character that died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature that has died of old age.
d% Incarnation Str Dexterity Con
01 Bugbear 
02–03 Shield Dwarf 
04-08 Gold Dwarf
09 Gray Dwarf
10 Urdunnir Dwarf
11-13 Wild Dwarf
14–15 Aquatic Elf
16 Avariel
17 Drow
18-20 Moon Elf
21-22 Sun Elf
23-24 Wild Elf
25 Wood Elf
26 Gnoll 
27 Forest Gnome
28 Deep Gnome 
29-31 Rock Gnome
32-33 Brown Bear
34-35 Tiger
35-36 Lion
36-37 Hawk
36 Centaur
37 Wemic
38 Yuan-ti
39–42 Goblin 
43–58 Half-elf
58–62 Half-orc
63 Catfolk 
64–69 Halfling
70-74 Native Outsider (1- Aasimar 2-Genasi 3 Fey’ri 4 Tanarukk 5 Tiefling 6 DM choice)
75–89 Human 
90–93 Kobold 
94 Lizardfolk 
95–98 Orc 
99 Humanoid(not on list chosen or rolled by DM) 
100 Other (outsider with Max HD equal to level of creature being raised chosen by DM)
If the reincarnated creature gains a race with a Level Adjustment he starts at 1st lvl in that race and has to advance in the racial levels (using Savage Species as guideline) to their max before adding any more class levels. In time they gain all abilities associated with its new form, including forms of movement and speeds, passive defence, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form. If they come back as an animal they can take on a quest to help or save nature, given to them by the nature gods. This allows them a reroll and after they come back must set off to complete this quest or be changed back into an animal.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
REJECTION
 Abjuration
Level: Divine 6 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A creature in the area must succeed on a Fortitude saving throw or be pushed away from you to a distance of 5 feet per caster level. If the creature is pushed into a wall or similarly solid surface, it takes 1d6 points of damage for every 10 feet it was moved. Movement forced by this spell can take the creature beyond the spell’s range.
REJUVENATION COCOON
Necromancy [Nature]
Level: Divine 5 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 2 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
 
The rejuvenation cocoon forms around the subject when you cast the spell. One round after the cocoon forms; it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely. The cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon. The subject can’t move from the space it is in while cocooned, however. The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends.  
Material Component: A cocoon of a butterfly.
Heighten Effect: If cast within 1 round of a creature dying the cocoon brings them back to life with no negative level or Con loss but that is all it does.
REJUVENATIVE CORPSE
Necromancy [Taint]
Level: Divine 3 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: One humanoid that died within the past week
Duration: 24 hours or until discharged; see text
Saving Throw: Will negates (object)
Sp ell Resistance: Yes (object)

You charge a dead body with negative energy, giving it the ability to heal an undead creature that dines upon its flesh. The corpse remains charged with this energy for up to 24 hours. If an undead creature eats a full meal of the corpse’s flesh within this time (a humanlike undead creature, such as a ghoul, generally taking 10 minutes), the undead gains fast healing 1 upon completing its feast, which lasts for the next 5 minutes. This effect does not stack with any fast healing the undead has from other sources. This spell does not allow the undead to regrow or attach lost body parts. Eating the flesh discharges the spell from the corpse. You can cast this spell multiple times on a corpse, allowing more than one undead to benefit from eating it, though a single undead gorging itself on multiple “meals” does not gain any extra benefit while the first meal is in effect (the fast healing does not stack). A typical Medium corpse is usually enough for ten such meals, a Small corpse five, Tiny two, and Diminutive one. A living creature that eats a charged corpse must succeed on a Fortitude saving throw or immediately contract filth fever (DMG 292; no incubation time). Creatures that are neither alive nor undead and eat the charged corpse are unaffected.
Remove Blindness/Deafness
 Necromancy
Level: Divine 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness.
Remove Curse
Abjuration
Level: Divine 3, Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature or object touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse.
Remove Disease
 Necromancy
Level: Divine 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

Remove disease can cure all diseases that the subject is suffering from. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills parasites, including green slime and others. Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Remove Fear
Abjuration [Giant]
Level: Divine 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s one creature plus 1 creature/4 lvls, max 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless); 
Spell Resistance: yes (harmless)

You instil courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.
Remove Paralysis
 Necromancy
Level: Divine 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s up to four creatures, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain
.
REMOVE SCENT
Transmutation [Nature, Ranger]
Level: Divine 1 Arcane 1 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.
Material Component: A pinch of unscented candle wax.

RENEWAL PACT
Necromancy
Level: Divine 7, Pact 7 (Complex Common)
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a panacea spell  at a caster level equal to that of the caster of the renewal pact. A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered renewal pact voids the earlier pact.
Material Component: A topaz worth at least 500 gp.
REPAIR CRITICAL DAMAGE
Transmutation
Level: Arcane 4 (Complex Uncommon)

This spell functions like repair light damage, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).
REPAIR LIGHT DAMAGE
Transmutation
Level: Arcane 1 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
Heighten Effect: You repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct. 
REPAIR SERIOUS DAMAGE
Transmutation
Level: Arcane 3

This spell functions like repair light damage, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.
Heighten Effect: repair 4d8 points of damage +1 per caster level(maximum +20)
Repel Metal or Stone
Abjuration [Earth, Nature]
Level: Divine 8 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area 60-ft. line from you
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no

Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.
Repel Vermin
Abjuration
Level: Arcane 4, Divine 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: 10 ft.
Area 10-ft.-radius emanation centred on you
Duration: 10 min./level (D)
Saving Throw: none or Will negates; see text
Spell Resistance: yes

An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
Repel Wood
 Transmutation [Plant]
Level: Divine 6 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area 60-ft. line-shaped emanation from you
Duration: 1 min + 1 round/level (D)
Saving Throw: none
Spell Resistance: no

Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can lose it as a move action and drop it as a free action. If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.
REPLICATE CASTING
Transmutation [see text]
Level: Arcane 9 (Exotic Rare)
Components: V, S
Casting Time: 1 round; see text
Range: See text
Effect: One spell or spell-like ability
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same. A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.
Repulsion
Abjuration
Level: Divine 7, Arcane 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F/DF (a pair of canine statuettes worth 50 gp)
Range: up to 10 ft./level
Area up to 10-ft.-radius/level emanation centred on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.
Resilient Sphere
 Evocation [force]
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, F (a crystal sphere)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centred around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: yes

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. It has a break DC of 3 x caster level. These effects destroy the sphere without harm to the subject. Gas or Air attacks can pass through the sphere, inside or out, and the subject can breathe normally. The subject may resist, but the sphere can be physically moved either by people outside it or by the struggles of those within by 5 feet a round.
Resist Energy
Abjuration [one of elements]
Level: Divine 2, Arcane 2 (Simple Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

This Abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, Lightning, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. This spell template is the same as the energy protected from.
Heighten Effect: Absorbs all damage of one type up to 10 points/lvl (Max 100).
RESIST ENERGY, MASS
 Abjuration
Level: Divine 3, Arcane 4 (Simple Uncommon)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. Apart

This spell functions like resist energy, except that it affects all targeted creatures.
RESIST PLANAR ALIGNMENT
 Abjuration
Level: Divine 1, Hades 2, Limbo 2 Arcane 1 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This Abjuration grants a creature limited protection from a plane’s alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell’s duration lasts.
Resistance
Abjuration
Level: Divine 0, Arcane 0
Casting Time: 1 standard action
Components: V, S, M/DF (a miniature cloak)
Range: touch
Target: creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
RESISTANCE, GREATER
 Abjuration
Level: Divine 4, Arcane 4 (Simple Common)
Duration: 24 hours

This spell functions like resistance, except as noted here. You grant the subject a +3 resistance bonus on saves.
RESISTANCE, SUPERIOR
 Abjuration
Level: Divine 6 Arcane 6 (Simple Common)
Duration: 24 hours

This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves.
RESONATING BOLT
Evocation [Sonic, Song]
Level: Arcane 3 (Complex Rare) 
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.
Restoration
 Necromancy
Level: Divine 4 (Simple Uncommon)
Casting Time: 1 minute
Components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell functions like lesser restoration, except that it also dispels temporary negative levels .Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration, Greater
 Necromancy
Level: Divine 7 (Simple Common)
Components: V, S, M (diamond dust 5,000 gp)

This spell functions like lesser restoration, except that it dispels all temporary negative levels and one permanent negative level. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a one-week period.
Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores 1 point permanently drained from an ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.
Restoration, Lesser
 Necromancy
Level: Divine 2 (Simple Common)
Casting Time: 3 rounds
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
RESTORATION, MASS
Necromancy
Level: Divine 7 (Complex Common)
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart

This spell functions like restoration, except as noted above.
RESURGENCE
 Abjuration
Level: Divine 1 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then resurgence won’t help the subject recover.
RESURGENCE, MASS
 Abjuration
Level: Divine 3 (Simple Rare)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart

This spell functions like resurgence, except as noted here. The spell grants a second save attempt against a single spell or ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).
Resurrection
 Necromancy
Level: Divine 7 (Complex Common)
Components: V, S, M, DF (diamond worth 10,000 gp)

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigour, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature, but it cannot be removed by any mortal means. When the raised character gains enough XP to advance they remove the negative level. If the subject is 1st level, it takes 1 point of Constitution drain instead that cannot be restored by any mortal means. (If this would reduce its Con to 0 or less, it can’t be raised).
You can resurrect someone killed by a death effect but not someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
REVEILLE
Necromancy [Language-Dependent, Song]
Level: Arcane 2 (Exotic Uncommon)
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One recently dead creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No

You cause a creature that has been dead for up to three days to reveal information about events that led up to its death. The corpse speaks tersely in its native language, using no more than a dozen words or so in a round. In the first round, it describes the last thing it saw. In the second, it describes its dying wish. In the third, it describes the attack that killed it. In the fourth, it tells who killed it. In the fifth, it tells why it believes it was killed.
 
REVENANCE
Necromancy
Level: Arcane 6, Divine 4 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Dead ally touched
Duration: 1 minute/level
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell  had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead. The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her. 
REVERSE ARROWS
 Abjuration
Level: Arcane 3 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged

This spell functions like protection from arrows, except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by your damage reduction (10/magic), the projectile is turned back upon the creature that fired it. The attacker’s attack roll is used to determine if the reversed projectile strikes the attacker, but the damage is rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to bounce between both individuals until one of the spells is discharged from accumulated damage. Once this spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. Focus: A piece of shell from a tortoise and a ball of tree sap.
Heighten Effect: DR 10/ Nonmagic projectile
Reverse Gravity
 Transmutation
Level: Arcane 7 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (lodestone and iron filings)
Range: medium (100 ft. + 10 ft./level)
Area up to one 10-ft. cube per level (S)
Duration: 1 round/level (D)
Saving Throw: none; see text
Spell Resistance: no

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. 
REVIVE OUTSIDER
Necromancy
Level: Divine 6 (Exotic Rare)
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead outsider touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a dead outsider, as with the raise dead spell. You can restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature can have been dead for any length of time. 
Material Components: A bit of soil, water, or other unworked, natural material from the outsider’s native plane, and a diamond worth at least 5,000 gp.
REVIVE UNDEAD
Necromancy [Taint]
Level: Deathbound 5, Arcane 6 (Exotic Rare)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your restore animation to an undead creature destroyed by hit point loss (even a zombie or skeleton, which can’t normally be reanimated once destroyed). You can revive a destroyed undead creature that has been inactive for up to one day per caster level. In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw. Revive undead restores hit points to the subject up to a total of 1 hit point per Hit Die. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions is affected in any way by this spell. An undead that has been destroyed by a turning effect can’t be revived by this spell. The subject of the spell loses one level or Hit Die (if it doesn’t have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
Material Component: A black pearl worth at least 5,000 gp.
REVIVIFY
Necromancy
Level: Divine 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has –1 hit points (but is stable). 
Material Component: Diamonds worth at least 1,000 gp.
RIGHTEOUS AURA
 Abjuration [Positive, Light, Holy]
Level: Divine 4 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You are bathed in an unearthly glow for the duration of the spell, as if a daylight spell had been cast on you. You get a +4 sacred bonus to Charisma. If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centred where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst’s area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.
RIGHTEOUS FURY
Transmutation [Holy]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.
Righteous Might
 Transmutation [Gaint]
Level: Divine 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 round/level (D)

Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one to a max of Huge. You can increase max size every 5 levels after 10th. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your passive defence. You gain damage reduction 5/tainted (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 15th level this damage reduction becomes 10/tainted or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size. All equipment you wear or carry is similarly enlarged by the spell.
Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Multiple magical effects that increase size do not stack.
RIGHTEOUS WRATH OF THE FAITHFUL
Enchantment (Compulsion) [Mind-Affecting, Truename]
Level: Divine 5, Purification 7 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Target:s: Allies within a 30-ft.-radius burst centred on you
Duration: 1 min
Saving Throw: None
Spell Resistance: Yes

Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.) This spell only works on those that have same alignment as you or your god or if you say each personal truename correctly as you cast the spell.
RING OF BLADES
Conjuration (Calling)
Level: Divine 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area. Spell resistance does not apply to the damage dealt, but a creature’s damage reduction does apply. The blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction.
Material Component: A small dagger.
Rope Trick
 Transmutation
Level: Arcane 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, M (powdered corn and a twisted loop of parchment)
Range: touch
Target: one touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/2 levels (D)
Saving Throw: none
Spell Resistance: no
 
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is connected to the astral plane.  Creatures in the extradimensional space are hidden, beyond the reach of spells(including Divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be hidden. The rope can support a rope’s normal weight. A weight greater than a normal rope can pull the rope free and ends the spell. Someone can also pull the rope and end the spell if can make a break DC of 30 (Strength check).
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centred on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one. You cannot be half inside the rope trick, you are fully out or fully in.
RUBY RAY OF REVERSAL
Abjuration
Level: Arcane 6 (Exotic Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One natural or magical hazard; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Each version of this spell can target one of the hazards described below and “correct” it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell. 
• Any trap targeted by the ray is sprung. This version of the spell can have adverse effects on creatures standing within a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it.
• The spell unties knots and causes chains, manacles, and similar restraining devices to fall away. Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.
• A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free.
• A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.
• A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster’s soul. 
• Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-foot-radius spread.
Focus: A ruby worth at least 500 gp.
RUSHING WATERS
Conjuration (Calling) [Water]
Level: Divine 4 (Simple Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No

Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the CMB check, the defender is moved 5 feet directly away from the spell’s point of origin, plus an additional 5 feet for every 5 points by which the wave’s check result exceeds its CMB. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone. The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.
RUST RAY
Transmutation
Level: Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One nonmagical ferrous object or one ferrous creature
Duration: Instantaneous
Saving Throw: None or Fortitude negates (object); see text
Spell Resistance: No

You unleash a russet ray at a metallic object. The air around you smells of hot metal. 
This russet ray corrodes metal that it touches. You must succeed on a ranged touch attack with the ray to strike a target. It can effectively destroy any nonmagical iron or iron alloy object. Such objects struck by a rust ray take 2d6 points of damage +1 per two caster levels (maximum +10), ignoring hardness. You can also target a weapon being wielded or metal armor being worn. Metal armor affected by this ray takes normal damage from the spell and loses 1d4 points of Armor Class through corrosion. If an item is reduced to 0 hit points, it is destroyed. Ferrous creatures struck by the ray take the same damage as objects. Magic items can negate the effect with a successful Fortitude saving throw. 
Material Component: Rust particles or a piece of a rust monster.
Rusting Grasp
 Transmutation [Nature]
Level: Divine 4 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: see text
Saving Throw: none
Spell Resistance: no

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion. Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round..
Sunburst
 Evocation [light] [Nature]
Level: Divine 8 (Exotic Common), Arcane 8 (Complex Common) 
Casting Time: 1 standard action
Components: V, S, M/DF (sunstone and fire source)
Range: long (400 ft. + 40 ft./level)
Area 80-ft.-radius burst
Duration: instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: yes

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 1d6 points of damage for every two level caster has. A creature to which sunlight is harmful or unnatural takes double damage. A successful Fortitude save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d8 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area
SACRED HAVEN
 Abjuration [Positive, Holy]
Level: Divine 4 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Target:s: You and allies in a 30-ft.- radius burst centred on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You and affected allies gain a +2 sacred bonus to Armor Class. In addition, while protected by this spell, an affected creature retains its Dexterity bonus to Armor Class when flat-footed or when struck by an invisible attacker. For the duration of the spell, you gain awareness of the health of all affected creatures, as with the status spell, and you need not be able to touch the affected creatures to heal them with your lay on hands ability. Use of the lay on hands ability still requires a standard action, but it can be done at any range, as long as you and your target are on the same plane.
SAFE CLEARING
 Abjuration [Plant]
Level: Divine 3 (Exotic Uncommon)
Components: V, S
Casting Time: 10 minutes
Range: 30 ft.
Area: 30-ft.-radius emanation centred on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You make an area safe from attacks. This spell’s benefit functions much like that of the sanctuary spell. The area of a safe clearing spell is immobile. Any creature attempting to strike or otherwise directly attack anyone within the safe clearing, or any creature attempting to enter the area, must make a Will save. Success means the creature can act normally and is not affected by this casting of the spell. Failure means it can’t attack anyone in the area or even enter the area for the duration of the spell. Those not attempting to attack creatures in the warded area remain unaffected. This spell does not prevent creatures in the warded area from being attacked or affected by area spells. A creature within the area that makes an attack is no longer protected by the spell, and can be targeted normally.
SAFETY
Divination
Level: Divine 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)

The recipient of this spell can find the shortest, most direct direction to a place of safety, with safety being defined as a location where the individual is not taking immediate damage from the environment, and immediate damage is not imminent. It does not provide the means for the subject to move in that direction. A safety spell points out the shortest distance out of a poisonous cloud, or the direction one should dig to reach the surface if entombed in earth. It does not function against the maze spell, because that spell deals no physical damage. Nor does the spell provide knowledge of or protection against the creatures that inhabit those safe places. In the D&D cosmology (DMG 150), safety has the following effects when cast on specific planes. 
Plane of Shadow: Shortest route out of darklands. 
Elemental Plane of Air: Nearest wind proof shelter, shortest route out of smoke bank.
Elemental Plane of Earth: Nearest air pocket or open cavern.
Elemental Plane of Fire: Shortest route out of magma pools or other unusually hot places.
Elemental Plane of Water: Nearest pocket of breathable air; shortest route out of hot spot, ice pocket, or red tide.
Negative Energy Plane: Nearest doldrum area with the minor negative- dominant trait.
cleric Energy Plane: Nearest edge zone with the minor divine-dominant trait.
Limbo: Nearest area of stabilized limbo.
Pandemonium: Nearest shelter from a windstorm.
Carceri: Shortest route out of a Minethys sandstorm.
Gehenna: Nearest flat ledge, nearest shelter from Mungoth’s acidic snow.
Nine Hells: Nearest shelter from fireballs on Avernus, rockslides on Malbolge, or cold on Cania.
Acheron: Nearest shelter from Ocanthus bladestorms.
On planes you create yourself, safety might provide other information. This spell is mostly used in hostile environments, such as one of the Inner Planes, to locate the nearest pocket of habitable space. If safety is cast and then followed by a plane shift spell, the plane shift sends the subject of safety to a place of relative safety on that plane. It is transported to a pocket of air on the Elemental Plane of Water, for example, or a cool spot on the Elemental Plane of Fire.
SALT RAY
Evocation [Nature]
Level: Divine 2 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a saltray takes 1d6 points of damage per two caster levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round. This only works against living creatures.
Sanctuary
Abjuration
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: no

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.
SANCTUARY, MASS
 Abjuration
Level: Balance 5, Divine 5 (Complex Common)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. Apart

This spell functions like sanctuary, except that it affects multiple creatures.
SCALE WEAKENING
Transmutation
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. The subject’s passive defence bonus is reduced by 1 point per three caster levels (maximum reduction 5 points at 15th level). This spell can’t reduce a creature’s passive defence bonus to less than 0, nor does it have any effect on an enhancement bonus to passive defence (such as that granted by the barkskin spell).
Material Component: A shed snakeskin.
SCATTERSPRAY
Transmutation
Level: Arcane 1 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb.
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously. The spray of items creates a burst with a 10-foot radius. If the items are fairly hard or sharp (such as stones, sling bullets, coins, or the like), creatures in the burst take 1d8 points of damage. A successful Reflex save negates this damage. Eggs, fruit, and other soft objects can be used, but the damage then dealt is nonlethal damage. 
Scintillating Pattern
 Illusion (pattern) [mind-affecting]; 
Level: Arcane 8 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a crystal prism)
Range: close (25 ft. + 5 ft./2 levels)
Effect: colourful lights in a 20-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: none
Spell Resistance: yes

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to the difference to your Hit Dice.
Less or equal: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)
More HD up to 5 higher: Stunned for 1d4 rounds, then confused for 1d4 rounds.
More HD More than 5: Confused for 1d4 rounds. 
Sightless creatures are not affected by scintillating pattern.
SCINTILLATING SCALES
 Abjuration [Dragon]
Level: Arcane 2 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

This spell transforms your passive defence bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. If you have no passive defence bonus, this spell has no effect.
SCINTILLATING SPHERE
Evocation [Lightning]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A scintillating sphere is a massive electrical discharge that deals 1d6 points of Lightning damage per caster level (maximum 10d6) to every creature and unattended object within the area.
Material Component: A glass marble.
SCORCH
Evocation [Fire]
Level: Arcane 2 (Complex Common)
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Scorch deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.
Focus: A red dragon’s scale.
Scorching Ray
 Evocation [fire]
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more rays
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
 
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 3d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
 
Diminished Effect:s: Ray does 2d6 a ray (max 3)
Heightened Effect:s: Range is Medium, Duration is 2 rounds, can fire same amount of rays again next round as a standard action.
 
SCOURGE
Necromancy [Taint]
Level: Pestilence 7
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Target:s: One living creature/level, no two of which are more than 50 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target creatures are infected with a vile disease unless they succeed on a Fortitude save. Once it has infected a creature, the disease immediately deals 1d6 points of Strength and Dexterity damage, and it deals the same damage each subsequent day. A creature is allowed an additional saving throw each day to avoid that day’s damage. As with mummy rot (DMG 292), successful saves do not allow the creature to recover. The symptoms persist until the creature finds some magical means to remove the disease. The disease can be removed by first casting breakEnchantment or remove curse on the subject (requiring a DC 20 caster level check for either spell), after which a remove disease, heal, or similar spell will cure the victim. Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.
SCRAMBLE PORTAL
Transmutation [Chaotic]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 round/level
Saving Throw: None (for portal)
Spell Resistance: No

You randomize the destination of one interplanar gate or portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random plane instead of the portal’s normal destination. All those who fail the save on the same round go to the same location on the same plane.
Material Component: A cracked mirror.
Screen
 Illusion (glamer)
Level: Arcane 8 (Simple Uncommon)
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Area 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: none or Will disbelief (if interacted with); see text; 
Spell Resistance: no

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The Illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the Illusion created.
Direct observation may allow a save (as per a normal Illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the Illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the Illusion.
Scrying
 Divination (scrying) [Song]
Level: Divine 5, Arcane 4 (Complex Common)
Casting Time: 1 hour
Components: V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)
Range: see text
Effect: magical sensor
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: yes

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge 			Will Save	 Modifier
None1 					+10
Second hand (you have heard of the subject) 	+5
Firsthand (you have met the subject) 		+0
Familiar (you know the subject well) 		–5
1 You must have some sort of connection to a creature of which you have no knowledge.
Connection Will Save Modifier
Likeness or picture				 –2
Possession or garment 			–4
Body part, lock of hair, bit of nail, etc. 		–10
If the save fails, you can see and hear the subject and the subject’s surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all Divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect Tainted, detect good, detect law, detect magic, and message. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours. 
Scrying, Greater
 Divination (scrying)
Level: Divine 7, Arcane 7 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Duration: 1 hour/level

This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect Tainted, detect good, detect law, detect magic, message, read magic, and tongues.
Sculpt Sound
 Transmutation [Song]
Level: Arcane 3 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s one creature or object/level, no two of which can be more than 30 ft. Apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the Transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components. 
SEAL PORTAL
 Abjuration
Level: Arcane 6 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

You can permanently seal an interplanar gate or portal. The spell prevents any use of the portal, although seal portal can be dispelled by a dispel magic spell. A knock spell does not function on a sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level. Once a portal is opened, seal portal does not remain in effect and must be cast again.
Material Component: A silver bar worth 50 gp.
Searing Light
 Evocation [Light]
Level: Divine 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
SECOND WIND
Transmutation [Holy]
Level: Divine 1 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous and 1 hour/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell removes fatigue from a subject and provides a +4 bonus on Constitution checks for the duration of the spell. If the subject creature is exhausted when you cast this spell, its condition is improved to fatigued.
Secret Chest
 Conjuration (summoning)
Level: Arcane 5 (Complex Common)
Casting Time: 10 minutes
Components: V, S, F (the chest and its replica)
Range: see text
Target: one chest and up to 1 cu. ft. of goods/caster level
Duration: 60 days or until discharged
Saving Throw: none
Spell Resistance: no

You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you. The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can only have one pair of these chests at any given time—even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be. To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. 
After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it. Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Secret Page
 Transmutation
Level: Arcane 3 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M (powdered herring scales and will-o’-wisp essence)
Range: touch
Target: page touched, up to 3 sq. ft. in size
Duration: permanent
Saving Throw: none
Spell Resistance: no

Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell. 
Secure Shelter
 Evocation
Level: Arcane 4 (Complex Rare)
Casting Time: 10 minutes
Components: V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell.
Finally, an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings—eight bunks, a trestle table, eight stools, and a writing desk. 
See Invisibility
 Divination [Song]
Level: Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (talc and powdered silver)
Range: personal
Target: you
Duration: 10 min./level (D)

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal Illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Seeming
 Illusion (glamer)
Level Arcane 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:s one creature per two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: yes or no; see text

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.
Sending
 Evocation
Level: Divine 4, Arcane 5 (Simple Common)
Casting Time: 10 minutes
Components: V, S, M/DF (fine copper wire)
Range: see text
Target: one creature
Duration: 1 round; see text
Saving Throw: none
Spell Resistance: no

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
SENSORY DEPRIVATION
Illusion (Phantasm) [Mind-Affecting]
Level: Arcane 4 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: Yes

Rather than creating an Illusion of something, this spell creates an Illusion of absolute nothingness. The spell effect surrounds the subject in a dark, clinging shadow that only it perceives, which blocks all auditory, olfactory, taste, and visual sensations. In addition, it blocks finely tuned senses of touch such as those that provide a creature with tremorsense. A subject that fails its save is blinded and deafened, and it gains no benefit from blindsense, blindsight, scent, or tremorsense. The subject retains any telepathic or empathic links it might possess with other creatures while affected by the spell. 
Material Component: Black silk cloth tied like a blindfold.
Sepia Snake Sigil
 Conjuration (creation) [force]
Level: Arcane 3 (Complex Common)
Casting Time: 10 minutes
Components: V, S, M (powdered amber worth 500 gp and a snake scale)
Range: touch
Target: one touched book or written work
Duration: permanent or until discharged; until released or 1d4 days + 1 day/level; see text
Saving Throw: Reflex negates
Spell Resistance: no

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Sequester
Abjuration
Level: Arcane 7 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a basilisk eyelash and gum arabic)
Range: touch
Target: one willing creature or object (up to a 2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: none or Will negates (object)
Spell Resistance: no or yes (object)

When cast, this spell not only prevents Divination spells from detecting or locating the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a Divination spell. 
SERENE VISAGE
Illusion (Glamer)
Level: Arcane 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

Simple Illusions aid your attempts to be persuasive. You gain an insight bonus equal to one-half your caster level (maximum +10) on Bluff checks.
SERVANT HORDE
Conjuration (Summoning)
Level: Arcane 3 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 This spell creates a number of unseen servants equal to 2d6 +1 per level (maximum +15).
Material Component: A small stick to which many lengths of knotted thread are attached.
Shades
 Illusion (shadow)
Level: Arcane 9 (Simple Uncommon)

This spell functions like shadow Conjuration, except that it mimics sorcerer and wizard Conjuration spells of 8th level or lower. The illusory Conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.
SHADOW BINDING
Illusion (Shadow)
Level: Arcane 3 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding requires a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action.
Material Component: A few links of iron chain.
SHADOW CACHE
Illusion (Shadow) [Song]
Level: Arcane 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 1-ft.-diameter circle
Duration: 1 minute/level (D)
Saving Throw: No
Spell Resistance: No

You can temporarily stash small items on the Plane of Shadow (DMG 152) or permanently dispose of them there. This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and appears as a small disk on the Plane of Shadow. You can reach into the Plane of Shadow through the portal created by shadow cache, but only small, nonliving objects can pass entirely through the hole. The cache can hold up to 30 cubic feet of material, or 250 pounds. You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later. A shadow cache remains stationary at the point where you create it. Items placed in a shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane. For every 24 hours that passes, there is a 10% chance each day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken). The spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.
Shadow Conjuration
 Illusion (shadow)
Level: Arcane 4 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: see text
Effect: see text
Duration: see text
Saving Throw: Will disbelief (if interacted with); varies; see text;
Spell Resistance: yes; see text

You use material from the Plane of Shadow to shape quasi-real Illusions of one or more creatures, objects, or forces. Shadow Conjuration can mimic any sorcerer or wizard Conjuration (summoning) or Conjuration (creation) spell of 3rd level or lower. Shadow Conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow Conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow Conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow Conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow Conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.
Shadow Conjuration, Greater
 Illusion (shadow)
Level: Arcane 7 (Simple Uncommon)

This spell functions like shadow Conjuration, except that it can duplicate any sorcerer or wizard Conjuration (summoning) or Conjuration (creation) spell of 6th level or lower. The illusory Conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.
Shadow Evocation
 Illusion (shadow)
Level: Arcane 5 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: see text
Effect: see text
Duration: see text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: yes

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard Evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow Evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow Evocation’s level (5th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.
Shadow Evocation, Greater
 Illusion (shadow)
Level: Arcane 8 (Simple Uncommon)

This spell functions like shadow Evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard Evocation spells of 7th level or lower. If recognized as a greater shadow Evocation, a damaging spell deals only three fifths (60%) damage.
SHADOW FORM
Illusion (Shadow)
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). 
Material Component: A small piece of black cloth taken from a funeral shroud.
SHADOW HAND
Illusion (Shadow)
Level: Arcane 5 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Medium shadowy hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You create a floating Medium hand made of shadow material. A shadow hand is an opaque gray color, 5 feet long, and 5 feet wide with its fingers outstretched. It can grant total concealment against a single opponent you designate, carry materials as floating disk, or point or gesture as a normal hand does. The hand has an AC of 18 (+6 natural, +2 deflection) and has half as many hit points as your full normal total. It can be damaged just as  interposing hand can be, and it makes all saving throws as if it were you. Changing the hand’s task or target is a standard action, and it can move anywhere in range. If not given any commands, the hand follows you at your speed, maintaining the same distance from you. The spell ends if the hand moves out of the spell’s range. If carrying items and commanded to do something else, the hand drops whatever it is holding to complete its task (you can order the hand to rid itself of items gently as a standard action). Unlike floating disk, it does not have to follow you at a fixed distance—you direct where the hand goes.
SHADOW LANDSCAPE
Illusion (Shadow) [Plant]
Level: Divine 9 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 hour
Range: Long (100 ft. + 20 ft./level)
Area: One-mile-radius spread centred on a point in space
Duration: 24 hours/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

The spell’s exact effects vary with the terrain upon which it is cast. 
Desert: The spell transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, DMG 302–303). Sandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis. 
Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces covered with heavy undergrowth grasp at passersby as if an entangle spell  had been cast on them (save DC equal to the shadow landscape’s DC). 
Hill: Even gentle hills become more treacherous under the effect of a shadow landscape spell. Light undergrowth becomes heavy undergrowth in hill terrain, and slopes seem steeper than their elevation would indicate. It takes 2 squares of movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend. 
Marsh: Marshes seem swampier and more forbidding. Half the undergrowth spaces in the marsh become quicksand (DMG 88). Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (DMG 90). Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as being above 15,000 feet.
Plain: Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby as if an entangle spell  had been cast on them (save DC equal to the shadow landscape’s DC).
Underground: Ordinary dungeons aren’t affected by shadow landscape, but naturally occurring caverns are. Natural stone floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space.
In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the spell’s area. When rolling random weather (DMG 94), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. This effect does not apply underground. You don’t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you created. When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveller. Creatures so designated don’t suffer the terrain-specific effects of the spell, but they’re still subject to the bad weather. You can also designate one or more animals, plants, or magical beasts native to the spell’s area as shadow guardians of the landscape. You can designate 1 HD of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians. As long as the designated guardians remain within the spell’s area, they have a friendly attitude toward you and the travellers you have designated, and they also gain the following special qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic, evasion, and lowlight vision. If the creature already has one or more of these special qualities, use the better value.
SHADOW MASK
Illusion (Shadow)
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You draw raw energy from the Plane of Shadow to obscure your face
.
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw. When the spell’s duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.
Material Component: A mask of black cloth.
SHADOW PHASE
Transmutation
Level: Arcane 3 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The spell temporarily transposes some of the subject’s tissue with shadow-stuff, making the subject partially incorporeal. This partially incorporeal state does not allow the subject to pass through walls or other solid objects. Nonmagical physical attacks directed against the spell’s subject suffer a 50% miss chance. Magical attacks, such as supernatural and spell-like abilities, spells, and magic weapons, suffer a 20% miss chance.
SHADOW RADIANCE
Illusion (Shadow)
Level: Arcane 2 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius burst centred on a point in space
Duration: 1 round/level
Saving Throw: Will disbelief 
Spell Resistance: Yes

This spell creates an intensifying Illusion of bright light that affects all creatures within the area (except those that are sightless or blinded). Viewers that fail their saving throws see a burst of bright light on the first round and become blinded for 1 round. On subsequent rounds for the rest of the spell’s duration, the affected creatures continue to perceive a bright light. If they take penalties in bright illumination, they take them for the duration of their exposure to this light. Additionally, they are dazzled while in the area of the spell. Those who escape the area of a shadow radiance spell completely recover within 1 round. Those who make their saves and those outside the initial burst see only the equivalent of torchlight emanating from the centre of the area. 
Material Component: A flame at least the size of a torch.
SHADOW SPRAY
Illusion (Shadow)
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 5-ft.-radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause a multitude of ribbon like shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round.
Material Component: A handful of black ribbons.
Shadow Walk
 Illusion (shadow)
Level:  Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:s up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: yes

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
SHADOW WELL
Illusion (Shadow)
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You cause the target’s shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing actual harm. Each round, the creature can attempt another Will save to return from the shadow well. Otherwise, the subject returns to the real world when the spell’s duration expires. Being trapped in a shadow well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds. Upon leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.
SHADOWBLAST
Evocation [Light]
Level: Divine 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Shadow and stunning the unnatural creatures that fear the light. 
Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds if they fail a Fortitude saving throw. Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save. Creatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes. Shadowblast closes all portals, gates, and other openings to the Plane of Shadow in its area. Creatures on the other side of a portal are unaffected by shadowblast. 
Material Component: A handful of grave dirt, squeezed tightly and flung.
SHADOWFADE
Illusion (Shadow)
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10-ft. portal to the Plane of Shadow
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You open a 10-foot-diameter portal onto the Plane of Shadow, allowing you and creatures you designate within range to pass into that area. This does not grant you the ability to open another such portal automatically, so the spell is often used as a temporary hiding place or a method of gaining access to the Plane of Shadow. The portal remains for the duration of the spell, and other creatures can pass through it in either direction if they make a Will save. The portal is invisible from the Material Plane and looks like a white hole on the Plane of Shadow. You must be in a region of heavy shadows to cast shadowfade. The spell can be cast only on a plane coexistent with the Plane of Shadow (DMG 152), and it cannot be cast on the Plane of Shadow itself.
SHADOWY GRAPPLER
Illusion (Shadow)
Level: Arcane 6 (Simple Rare)
Components: V, S, M
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

Upon casting this spell, you create a shadowy force that automatically grabs the target. The shadowy force immediately attempts to establish a hold on the target with a grapple check bonus equal to the DC of this spell. If the target succeeds on its saving throw, the grapple check bonus of the shadowy grappler is cut in half. For example, a sorcerer with a 16 Charisma who casts this spell creates a shadowy grappler with a grapple check bonus of +19 if the target fails its save and +9 if the target makes its save. Every round on your turn, the shadowy grappler makes a grapple check against the target. Once it has a hold, the shadowy force attempts to pin the target on the following round. If the grappler establishes a pin, it uses the option to prevent the target from speaking. The grappler always attempts to maintain a grapple or work toward a pin. A shadowy grappler occupies the same square as the target and moves with the target for as long as the spell lasts. Other creatures cannot join the grapple, either to assist the target or the grappler. 
Material Component: A dried squid tentacle.
Shambler
 Conjuration (Call)[Plant]
Level: Divine 9 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: seven days or seven months (D); see text
Saving Throw: none
Spell Resistance: no

The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.
SHARD STORM
Evocation [Force]
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
(100 ft. + 10 ft./ level)
Effect: One or more 20-ft.-radius bursts of piercing force
Duration: 1 round/ level
Saving Throw: Reflex half
Spell Resistance: Yes

Immediately upon completion of this spell, and once per round thereafter, you can cause minuscule shards of magical force to explode out in a 20- foot-radius burst from the point of origin. The storm deals 3d6 points of force damage to all creatures within the radius. A successful Reflex save halves the damage. Each round at the beginning of your turn, creatures in the area take an additional 3d6 points of force damage. You can use a free action to suppress the storm for that round. Material Component: A small shard of clear glass or crystal.
Shatter
 Evocation [sonic, Song]
Level: Divine 2, Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a chip of mica)
Range: close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: yes (object)

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.
Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
SHATTERFLOOR
Evocation [Sonic]
Level: Arcane 3 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Creatures and objects in the area take 1d4 points of sonic damage per caster level (maximum 10d4), and can make a saving throw to take half damage. If the floor of the area is made of stone, wood, ice, or material with hardness less than those, the floor is pulverized, resulting in an area of difficult terrain composed of soft dust, wood fragments, or loose crushed ice, as appropriate. 
Focus: A miniature hammer and bell worth at least 10 gp.
Shield
Abjuration [force,]
Level: Arcane 1 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.
Shield of Faith
Abjuration
Level: Divine 1 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (parchment with a holy text written on it)
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
SHIELD OF FAITH, MASS
 Abjuration
Level: Divine 4 (Complex Common)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart

This spell functions like shield of faith, except that it affects multiple allies at a distance.
Shield Other
Abjuration [Giant]
Level: Divine 2, (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit
points from a lowered Constitution score, the reduction  is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends.

SHIFTING PATHS
Illusion (Glamer)
Level: Divine 7, Arcane 8 (Simple Rare)
Components: V, S
Casting Time: 10 minutes
Range: Medium (50 ft. + 10 ft./level)
Area: 1-mile radius + 1 mile/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell. It continues in the direction you indicate, to the limit of the spell’s area, where it ends abruptly. The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Those who fail their Will saves struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Will saves see both paths, but the illusory path is shadowy and obviously unreal.
Shillelagh
 Transmutation
Level: Divine 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: one touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. 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.
Shocking Grasp
 Evocation [Lightning]
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature or object touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

Your successful melee touch attack deals 1d6 points of Lightning damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Shout
 Evocation [sonic, Song]
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V
Range: 30 ft.
Area cone-shaped burst
Duration: instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: yes (object)

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any  exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.
Shout, Greater
 Evocation [sonic, Song]
Level: Arcane 7 (Complex Common)
Components: V, S, F (a metal or ivory horn)
Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text

This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Shrink Item
 Transmutation [Fey]
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one touched object of up to 2 cu. ft./level
Duration: 1 day/level; see text
Saving Throw: Will negates (object); 
Spell Resistance: yes (object)
 
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. It takes a full round for the object to return to normal size.
Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.
SHROUD OF FLAME
Evocation [Fire]
Level: Arcane 5 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: 20-foot burst
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell causes creatures in 20 foot burst to take 2d6 points of fire damage in each round of the spell’s duration. The shroud of flame around the creature sheds bright illumination out to 40 feet and negates any concealment the creature might have. Immersing the subject creature in a nonflammable liquid ends the spell. 
Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.
SHROUD OF UNDEATH
Necromancy
Level: Divine 2, Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You shroud yourself with invisible negative energy so that nonintelligent undead creatures perceive you as a fellow undead, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or Illusion to appear undead, this spell gives you a +5 bonus on your Disguise check. When you are affected by this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects that specifically affect undead creatures. A successful turning or rebuking attempt against you (treating you as an undead of your Hit Dice) ends this spell but does not otherwise affect you. If you attack an undead creature while this spell is in effect, the spell immediately ends. Material Component: Dust or bone fragments from any destroyed undead creature.
SIGN OF SEALING
 Abjuration
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One door, chest, or other opening up to 30 sq. ft./level
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No

You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half). A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magic trap that can be disarmed with a DC 28 Disable Device check. You can pass your own sign safely, and it remains set behind you.
Material Component: A crushed emerald worth 100 gp.
SIGN OF SEALING, GREATER
 Abjuration
Level: Arcane 6 (Complex Uncommon)
Casting Time: 10 minutes
Target: One door, chest, or other opening or open space up to 30 sq. ft./level

This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and granting them an extra 5 hit points per caster level. Any object protected by a greater sign of sealing is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on saving throws. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half). A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed with a DC 31 Disable Device check. 
Material Component: A crushed emeraldworth at least 500 gp.
Silence
Abjuration [Sonic]
Level Divine 2 (Simple Uncommon)
Casting Time: 1 round
Components: V, S
Range: long (400 ft. + 40 ft./level)
Area 20-ft.-rad emanation centred on creature, object, or point in space
Duration: 1 min/level (D)
Saving Throw: Will negates; see text or none (object); 
Spell Resistance: yes; see text or no (object)
 
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. 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 centred 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. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance,. If a creature enters the area of the spell, it gets a Will save on first exposure, not every round. This spell provides a defence against sonic or language-based attacks. Lastly, note that this spell is an emanation and only work within line of sight.
 
Diminished Effect:s: that allows a Will save for every creature within the area of effect on every round that they are exposed to it. A successful check means no further checks need be made. This applies whether the spell is targeting a creature or an object and the saves begin when the creature is first exposed to it (which may be  when the spell is castor when the creature enters a Silenced area). 
Heightened Effect:s: No Will unless creature targeted, only creature saves no one else in area.
Silent Image
 Illusion (figment)
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, S, F (a bit of fleece)
Range: long (400 ft. + 40 ft./level)
Area visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief 
Spell Resistance: no

This spell creates the visual Illusion of an object, creature, or force, as visualized by you. The Illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. If within 10 feet of image, gets a save.
Heighten Effect:
Level: 2
Effect: includes some minor sounds but not understandable speech. If you place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung” and it is permanent. 

Level: 3 Duration: Concentration + 3 rounds
Effect:: Sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the Illusion to react appropriately.
Level: 5 Duration: 1 min./level (D)
Effect: the figment includes visual, auditory, olfactory, and thermal components plus follows a script determined by you without your having to concentrate on it. The illusion can include intelligible speech if you wish. The figment follows that script without your having to concentrate on it
Level: 6 Material Jade dust 25 gp Area: Add 10 ft cube to base area Duration: permanent until triggered, then 1 round/level
Effect: Creates same effects as level 5. This spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the Illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See magic mouth for more details about such triggers.
Level: 7 Material jade worth 100 gp.
Effect: The spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
SILENT PORTAL
Illusion (Glamer)
Level: Arcane 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell. In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply.
Simulacrum
 Illusion (shadow)
Level: Arcane 7 (Complex Rare)
Casting Time: 12 hours
Components: V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
Range: 0 ft.
Effect: one duplicate creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature who’s Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. 
A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.
SINK
Transmutation [Water]
Level: Divine 3 (Simple Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

When this spell is cast, it causes the targets, which must be currently in water or another liquid, to sink. Each subject descends 100 feet down into the liquid (or to the bottom, if the liquid is not deep enough). Affected creatures can then swim up normally. Once on the bottom, a creature must still make a Swim check to move, or else it can move along the bottom at one-quarter its land speed.
SIRINE’S GRACE
Transmutation [Nature, Water]
Level: Divine 5 (Exotic Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. You also gain a swim speed of 60 feet and the ability to breathe water. You can move and attack normally while underwater, even with slashing or bludgeoning weapons.
Material Component: A shard of mirror.
SKELETAL GUARD
Necromancy
Level: Arcane 8 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

to the ground to complete the spell, animate skeletons spring up where you threw the bones.
You create a loyal skeleton from fingerbones. Treat the skeleton as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton that has a HD equal to your caster level. This skeleton count toward the undead you can have in your control and follow animate the dead spell rules. 
Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per HD of skeleton to be created.
SKULL WATCH
Necromancy
Level: Divine 3, Arcane 3 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One humanoid skull
Duration: Permanent
Saving Throw: See text
Spell Resistance: No

The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you choose. It monitors an area 20 feet wide by 90 feet long, though walls and other opaque barriers can curtail this area. If any Tiny or larger living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter mile away. Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds. Whether or not you can hear this audible alarm, you instantly become aware that the effect has been triggered, provided you are on the same plane as it is. The alarm resets 1d4 rounds later. When you cast the spell, you can specify creatures that will not trigger the alarm. The skull can be moved from its original position by anyone who can get to it without entering its monitored area. The skull has AC 12, hardness 1, and 1 hit point per caster level. You are not magically made aware of the skull’s destruction if it has not been triggered.
Focus: The humanoid skull upon which the spell is cast.
SLAPPING HAND
Evocation [Force]
Level: Arcane 2 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One Tiny hand
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes

This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space. The spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.
Focus: A leather glove.
SLASHING DARKNESS
Necromancy [Darkness]
Level: Divine 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by this ray of negative energy takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).
Slay Living
 Necromancy [death]
Level: Divine 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes

You can attempt to slay anyone living creature. You must succeed on a melee touch attack to touch the target. The target takes 12d8 points of damage +1 point per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 round./level
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The target gets a save every round to throw off the effect.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.
Sleet Storm
 Conjuration (calling) [cold]
Level Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (dust and water)
Range: long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires.
SLIDE
Transmutation
Level: Arcane 1 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object; if you attempt to do so, the spell automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or other drop-off if you desire. This movement does not provoke attacks of opportunity.
Heighten Effect:: Range: Medium. You can slide the subject creature 20 feet in a straight line. This movement likewise does not provoke attacks of opportunity.
SLIME WAVE
Conjuration (Summoning)
Level: Divine 7 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

You create a wave of green slime (DMG 76) that begins at the point of origin you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling the wave touches. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature in the area is covered with one patch of green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.
Material Component: A few drops of stagnant pond water.
Slow
 Transmutation [Song]
Level Arcane 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a drop of molasses)
Range: close (25 ft. + 5 ft./2 levels)
Target:s 1 creature/lvl, no 2 can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Snare
 Transmutation [Plant]
Level: Divine 3 (Exotic Uncommon)
Casting Time: 3 rounds
Components: V, S, DF
Range: touch
Target: touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: none
Spell Resistance: no

This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Perception DC 23 for a character with the trap finding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action.
The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
SNOWBALL SWARM
Evocation [Cold]
Level: Arcane 2 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A flurry of magic snowballs erupts from a point you select. The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst. For every two caster levels beyond 3rd, the snowballs deal an extra 1d6 points of damage, to a maximum of 5d6 at 9th level or higher. 
Material Component: A piece of ice or a small white rock chip.
Heighten Effect: Spell does 1d6 damage a level (Max 10d6) 
SNOWSHOES
Transmutation
Level: Divine 1 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The affected creature can walk lightly over ice and snow without having its speed reduced. The affected creature gains a 10-foot enhancement bonus to speed and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice it walks over, or to avoid falling through cracked ice. In addition, the affected creature does not leave a more readily discernible trail through ice and snow than it does on solid ground, denying trackers potential bonuses to follow the affected creature’s path. (See Weather, DMG 93–95, and Cold Dangers, DMG 302, for more details on the effects of weather and ice.)
SNOWSHOES, MASS
Transmutation
Level: Divine 3 (Simple Uncommon)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. Apart
This spell functions like snowshoes, except as noted above.
Soften Earth and Stone
 Transmutation [Earth, Nature]
Level: Divine 2 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Area 10-ft. square/level; see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily melded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
Song of Discord
 Enchantment (compulsion) [mind-Affecting, sonic, Song]; 
Level: Arcane 5 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area creatures within a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behaviour every round at the beginning of its turn.) A creature that does not attack its nearest neighbour is free to act normally for that round.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.
SONIC RUMBLE
Evocation [Sonic]
Level: Arcane 5 (Complex Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

You create a cone of powerful sound. If used to attack, the cone deals 1d6 points of sonic damage per two levels (maximum 10d6) each round a creature is within the area; a successful Reflex save reduces this damage by half. Targets within the area of a silence spell are immune.
Focus: A hollow cone of brass and gold worth 50 gp.
SONIC SNAP
Evocation [Sonic]
Level: Arcane 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell. 
SONIC WHIP
Evocation [Sonic, Mind-Affecting, Song]
Level: Arcane 2 (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A whip of force
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: No

This spell creates a whip of sonic energy that you wield as if you had proficiency with it. Simply cracking a sonic whip as a free action keeps normal animals (but not dire animals, magical beasts, or vermin) at bay unless they succeed on a Will save. Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits. On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened. Against other creature types, you can use a sonic whip in combat as if it were a normal whip.
Material Component: A miniature silk whip.
SONOROUS HUM
Evocation [Sonic]
Level: Divine 3, Arcane 3 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration. If the spell maintained by the sonorous hum has a shorter duration than that of this spell, the maintained spell expires as it normally would, and you gain no further benefits from this casting of sonorous hum. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect). You can end the spell as a free action. For example, you could cast this spell, then cast detect thoughts, and this spell maintains the concentration on detect thoughts while you cast discern lies and maintain concentration on that spell yourself. You control all aspects of both spells, so you could change the orientation of the detect thoughts effect and select a different target for your discern lies spell in the same round. If you take damage, you must still make a Concentration check to maintain the spell.
Soul Bind
 Necromancy [Truename]
Level: Divine 9, Arcane 9 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, F (see text)
Range: close (25 ft. + 5 ft./2 levels)
Target: corpse
Duration: permanent
Saving Throw: none
Spell Resistance: no

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). You must say the personal truename correctly for this spell to work; if you do there is no save.
The focus for this spell is a black sapphire of at least 1,000 gp for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.
Sound Burst
 Evocation [Sonic, Song]
Level: Arcane 2 (Exotic Common), Divine 2 (Complex Uncommon) 
Casting Time: 1 standard action
Components: V, S, F/DF (a musical instrument)
Range: close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
SOUND LANCE
Evocation [Sonic]
Level: Divine 4, Arcane 3 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d4 points of sonic damage per caster level (maximum 10d4). A sound lance cannot penetrate the area of a silence spell.
SPARK OF LIFE
Necromancy
Level: Divine 3 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can’t take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn’t apply to Fortitude saves against effects that also affect objects.) It must breathe, eat, and sleep just like a normal living creature (though the last two aren’t likely to come into play thanks to the spell’s short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and divine energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all of its other traits.
SPAWN SCREEN
Necromancy
Level: Divine 2, Arcane 2 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target:s: One creature/level
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). This spell doesn’t prevent the subject from perishing or provide anything other than insurance that the subject’s body and spirit cannot be hijacked by an acquisitive undead creature. The protection applies if the duration is still in effect when the subject first dies; the spell need not linger in its effect during the period immediately prior to a spawn’s rise. This spell can be cast on the body of a creature that has already been killed by a spawn creating undead.
Speak with Animals
 Divination [Nature, Ranger, Shaman]
Level: Divine 1 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favour or service for you.
Speak with Dead
 Necromancy [language-dependent]
Level: Divine 3 (Complex Uncommon)
Casting Time: 10 minutes
Components: V, S, DF
Range: 10 ft.
Target: one dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: no

You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. This spell allows you to speak to the person whose soul has departed. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.
Speak with Plants
 Divination [Plant]
Level: Divine 3 (Exotic Common)
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level

You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favour or service for you.
Spectral Hand
 Necromancy
Level: Arcane 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: one spectral hand
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no

A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
SPECTRAL TOUCH
Necromancy
Level: Arcane 6 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target:s: One creature/level
Duration: 1 round/level (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Each melee touch attack you successfully make during the spell’s duration channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. This spell cannot give you more temporary hit points than your normal starting hit points (your hit point total cannot exceed two times your normal starting hit points). Both the negative level and the temporary hit points last for up to 1 hour. You can use this attack once per round for a number of rounds equal to your caster level. Any charges of the spell not used by the time the duration expires are lost. An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour. 
SPECTRAL WEAPON
Illusion (Shadow)
Level: Arcane 3 (Simple Rare)
Components: V, S
Casting Time: 1 swift action
Range: 0 ft.
Effect: One shadowy blade
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes

Using material from the Plane of Shadow, you can fashion a quasi-real melee weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions. First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks. Second, any foe you hit is entitled to a Will save to recognize the weapon’s shadowy, semi-insubstantial nature. If the save is successful, that opponent takes only half damage from the weapon on that attack and all subsequent attacks, and is only 50% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon). You can maintain only one spectral weapon at a time, and only you can wield it. The weapon dissipates when you let go of it or when the spell’s duration expires, whichever comes first.
SPEECHLINK
Divination [Song]
Level: Arcane 3 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target:s: You and one creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You and a willing subject can communicate verbally no matter how much distance you put between yourselves on the same plane. Either participant can end the spell at any time. Speechlink allows you and your allies each to hear the other’s vocalizations, whatever their volume. It does not transfer other sounds from either participant’s location. This spell works on any creatures, including animals, but does not convey any special language comprehension ability.
SPELL ENGINE
 Abjuration
Level: Wizard 8 (Complex Rare)
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius magical wheel
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text

Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. 
Material Components: A disk of polished bone, one of your tears, and a silver wheel worth 500 gp.
XP Cost: 250 XP.
Spell Immunity
Abjuration
Level: Divine 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless); 
Spell Resistance: yes (harmless)

The warded creature gets +10 to saves against the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature gets a save even not normally allowed one, and if fail the save against a effect that is ongoing(like sleep or charm person), he can make a new save each round in addition to any normal save allowed each round( so would get two saves to resist a sleep spell after failure.)  Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Spell Immunity, Greater
Abjuration
Level: Divine 8 (Complex Uncommon)

This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Spell Resistance:
Abjuration
Level: Divine 5 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The creature gains spell resistance equal to 12 + your caster level.
SPELL MATRIX
Transmutation
Level: Arcane 7 (Exotic Rare)
Effect: Matrix that holds two of your spells

This spell functions like lesser spell matrix, except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full. In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix.
 Focus: A sapphire with a minimum value of 1,000 gp.
SPELL MATRIX, GREATER
Transmutation
Level: Arcane 9 (Exotic Rare)
Effect: Matrix that holds three of your spells

This spell functions like lesser spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full. In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting greater spell matrix. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, greater spell matrix immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs. Focus: A diamond with a minimum value of 1,500 gp.
SPELL MATRIX, LESSER
Transmutation
Level: Arcane 5 (Exotic Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Effect: Matrix that holds one of your spells
Duration: 10 minutes/level (D)

You prepare a magical matrix that allows you to store one of your spells and use it later as a swift action. In the round after you cast lesser spell matrix, you can cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell. Casting lesser spell matrix deals 1d6 points of damage to you and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a swift action. Once it is cast from the matrix, the spell is gone. A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.
Focus: A piece of amber with a minimum value of 500 gp.
SPELL RESISTANCE, MASS
 Abjuration
Level: Divine 7 (Complex Uncommon)
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level

This spell functions like spell resistance, except as noted here.
Spell Turning
Abjuration
Level: Arcane 7 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a small silver mirror)
Range: personal
Target: you
Duration: until expended or 10 min./level

Spells and spell-like effects targeted on you are turned back upon the original caster. TheAbjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. 
Roll randomly to determine the result.
d% 	Effect:
01–70 	Spell drains away without effect.
71–80 	Spell affects both of you equally at full effect.
81–97 	Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100 	Both of you go through a rift into another plane.
SPELL VULNERABILITY
 Abjuration
Level: Divine 4, Arcane 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: No

This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance below 0.
SPHERE OF ULTIMATE DESTRUCTION
Evocation
Level: Arcane 9 (Exotic Rare)
Components: V, S, M 
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate. If the sphere moves beyond the spell’s range, it winks out. 
Material Component: A pinch of dust from a disintegrated creature.
Spider Climb
 Transmutation
Level: Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a live spider)
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
SPIDER PLAGUE
Conjuration (Summoning) [see text]
Level: Divine 6 (Complex Uncommon)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Five summoned spiders
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell summons five celestial or fiendish Large monstrous spiders (MM 289). They appear where you designate and act anything in area immediately, on your turn. They attack to the best of their ability. If you can communicate with the spiders, you can direct them not to attack, to attack particular enemies, or to perform other actions. A celestial spider summoned by this spell has damage reduction 5/magic; resistance to acid 5, cold 5, and Lightning 5; spell resistance 9; and a smite Taint attack that provides a +4 bonus on one damage roll. A fiendish creature (MM 107) summoned by this spell has damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack that provides a +4 bonus on one damage roll. When you use a summoning spell to summon an Taint or good creature, it is a spell of that type.
SPIDER SHAPES
Transmutation
Level: Spider 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One willing creature/level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

This spell functions like polymorph, except that you polymorph up to one willing creature per level into a monstrous spider (MM 288) of any size from Tiny to Huge as you decide. Unlike with polymorph, this spell allows the subjects to gain a spider’s poisonous bite. All the creatures you transmute must become spiders of the same size. Subjects remain in the spider form until the spell expires or you dismiss the spell for all subjects. In addition, an individual subject can choose to resume its normal form as a full-round action. Doing so ends the spell for that creature only.
SPIDERFORM
Transmutation
Level: Drow 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You can polymorph into a drider (MM 89) or a Tiny, Small, Medium, or Large monstrous spider (MM 288). You regain lost hit points as if you rested for a day on the initial transformation. The spell lasts until you decide to resume your normal shape. You acquire the physical and natural abilities of the creature you polymorph into, including natural size, Strength, Dexterity, and Constitution, armor, attack routines, and movement capabilities. You also acquire the poisonous bite and web-spinning ability of whichever spider form you choose. You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect final attack and save bonuses.) You can cast spells and use magic items if you choose drider form, but no other spider form is capable of spellcasting or manipulating devices. If you choose drider form, your equipment remains and continues to function as long as it fits a drider’s body shape. Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist). Otherwise your equipment is subsumed into the new form and ceases to function for the duration of the spell.
SPIDERSKIN
Transmutation (Nature)
Level: Divine 3, Arcane 3 (Complex Uncommon)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell grants the recipient a +1 enhancement bonus to its existing  passive defence bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks for every three caster levels you have. This means that the bonuses to passive defence, saves, and Hide checks improve to +2 at caster level 6th, +3 at caster level 9th, +4 at 12th, and +5 at 15th at Max. The enhancement bonus provided by spiderskin stacks with the subject’s passive defence bonus, but not with other enhancement bonuses to passive defence. 
Material Component: The leg of a spider.
Spike Growth
 Transmutation [Plant]
Level: Divine 3 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: yes

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Magic traps such as spike growth are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can’t be disabled with the Disable Device skill.
Heighten Effect:: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
SPIRITUAL CHARIOT
Evocation [Force, Holy]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One special mount
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create a chariot of force. When the chariot appears, you must have a mount to correctly harness to it. The chariot can hold one Medium creature or two Small creatures plus the driver (usually the caster). Although the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount’s load, so the mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spiritual chariot gains a +4 sacred bonus on Handle Animal checks. The chariot is made of magical force and has immunity to most types of damage. It interacts with other spells just as a wall of force does. Those in the chariot have cover based on their size and the position of their attackers. In most situations, Medium creatures inside the chariot gain cover.
Spiritual Weapon
 Evocation [force]
Level: Divine 2 (Complex Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Effect: magic weapon of force
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favoured by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), Tainted (light flail), good (warhammer), law (long sword).
SPIRITWALL
Necromancy [Fear, Mind-Affecting]
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None; see text
Spell Resistance: No

One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a Fortitude save or gain one negative level. The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects (including spells, spell-like abilities, and supernatural abilities). 
Material Component: A clear cut gemstone.
SPLINTERBOLT
Conjuration (Calling) [Nature]
Level: Divine 2 (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more streams of splinters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18–20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
Material Component: A splinter of wood.
SPONTANEOUS SEARCH
Divination
Level: Arcane 1 (Simple Common)
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject of this spell knows the contents of a 20-foot-radius burst, as if it had taken 10 on a Search check for each object and space in the burst radius, including noting the location of traps (though only a rogue can locate those traps with a DC greater than 20).
Material Component: A silk glove.
STABILIZE
Necromancy 
Level: Divine 2 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 swift action
Area: 50-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless)

This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of divine energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect.
STALWART PACT
 Abjuration
Level: Divine 5, Pact 5 (Complex Rare)
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered, then 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal hit points. Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35 hit points at 14th level), damage reduction 5/magic, and a +2 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends.
Material Component: Incense worth 250 gp.
STANDING WAVE
Transmutation [Water, Nature]
Level: Divine 3 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Waves under a creature or object within range
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

You command the waters to lift a creature or object and propel it forward. An object so lifted can contain creatures or other objects. The maximum size of the creature or object the wave can lift depends on your caster level.
Caster
Level: 	Size of Creature or Object
5th 	Medium
7th 	Large
9th 	Huge
11th 	Gargantuan
13th 	Colossal

Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water. The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore. If you are riding in or standing on the object, the object continues to move until you are no longer in or on the object or the spell is dismissed; otherwise, the object is moved to the extent of the spell’s range when you cast the spell.
STARVATION
Transmutation
Level: Divine 4 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You inflict wracking hunger pangs on the target creature. It must make a Fortitude save or take 1d6 points of nonlethal damage per caster level (maximum 10d6) and become fatigued. A creature that makes a successful save takes half damage and is not fatigued by the spell. A fatigued creature becomes exhausted when doing anything that causes the creature to become fatigued (such as dangerous environmental temperatures or ending a barbarian rage). A fatigued creature that fails its saving throw against starvation takes nonlethal damage as normal and becomes exhausted. 
Material Component: A piece of spoiled food.
Statue
 Transmutation
Level: Arcane 7 (Simple Uncommon)
Casting Time: 1 round
Components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
Range: touch
Target: creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect. 
Status
 Divination
Level: Divine 2 (Complex Rare)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:s one living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
STEELDANCE
Transmutation
Level: Arcane 3 (Complex Uncommon)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: Two swords or daggers
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The two daggers hover about you, attacking foes that come near. On your turn, each blade can make an attack at an adjacent opponent, with an attack bonus equal to your caster level + your relevant ability modifier. The damage they deal is equal to the normal weapon damage (1d4 for daggers) + your ability modifier (Intelligence for wizards and Charisma for sorcerers). The weapons are treated as magic for the purpose of overcoming damage reduction. Your blades can be attacked with sunder or disarm attempts as if you were wielding them, and they use the above attack bonus to resolve such situations. Disarming a weapon under the effect of steeldance ends the spell for that weapon.
Focus: Two bladed weapons, such as daggers or longswords.

STICKY’S ADDLE
Transmutation [Holy]
Level: Divine 1 (Exotic Common)
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)

This spell “glues” you to your mount. It becomes impossible for you to fall or be thrown off your mount. Prying you from the saddle requires a DC 20 Strength check, and you gain a +10 bonus on Ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast, the spell fails. If the spell is cast while you are riding bareback, you are “stuck” to the mount’s back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as an immediate action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.
STING RAY
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. When this ray successfully strikes, it creates a sensation of many tiny insects biting and crawling on the victim’s body. The target can attempt a Will save each round to shake off the effect. Until the spell is shrugged off, the victim is hampered by the unsettling feeling of all the stinging and biting, and is able to perform only a single move or standard action each round. The victim also takes a –2 penalty to AC. In addition, if the victim attempts to cast a spell, it must succeed on a Concentration check with a DC equal to the sting ray’s DC + the level of the spell the subject is attempting to cast. For example, if a 6th-level sorcerer with a Charisma score of 16 casts sting ray on a wizard casting a fireball, the Concentration check DC is 19 (16 [sting ray DC] + 3 [fireball spell level]). A successful Will save negates the effect restricting the subject’s action to one move or one standard action each round, nor does the subject need to make a Concentration check each time it wishes to cast a spell. However, the subject still takes the penalty to AC for the duration of the spell with a successful save.
Material Component: Four dried stinging insects (bees, wasps, and so on).
Stinking Cloud
 Evocation
Level: Arcane 3 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a rotten egg or cabbage leaves)
Range: medium (100 ft. + 10 ft./level)
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: yes

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapours are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
STOLEN BREATH
Necromancy [Air]
Level: Arcane 2 (Complex Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature that breathes air
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: Yes

 With this spell, you steal all the air from the subject’s lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition. 
Focus: A stopper glass vial.

STONE BODY
Transmutation [Earth]
Level: Divine 6, Arcane 6 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute + 1 round /level (D)

This spell transforms your body into living stone, which grants you several powerful resistances and abilities. You gain damage reduction 10/adamantine. You are immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You gain a +4 enhancement bonus to Strength, but you take a –4 penalty to Dexterity (minimum Dexterity 1). Your speed is reduced to one-half normal, and your weight increases by a factor of three. If you are targeted with transmute rock to mud, you are slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals you of all your lost hit points. A stone to flesh spell cast on you automatically ends this spell. 
Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle’s outer wall.
STONE BONES
Transmutation
Level: Divine 2 (Complex Uncommon), Arcane 2 (Complex Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Corporeal undead creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You cause the skeleton of the target corporeal undead to become thicker and as strong as stone. This gives the subject a +3 enhancement bonus to its existing passive defence.
Arcane Focus: A miniature skull carved of granite.
Stone Shape
Transmutation [Earth]
Level: Divine 3, Arcane 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (soft clay)
Range: touch
Target: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. If you try to shape stone around a creature, they do get a reflex save to get out of the way.
STONE SHAPE, GREATER
Transmutation [Earth, Nature]
Level: Divine 5, Arcane 7 (Complex Common)
Target: Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft./level

This spell functions like stone shape, except that it affects a much larger quantity of stone.
STONE SHATTER
Evocation [Sonic, Song, Earth]
Level: Arcane 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One stone object or creature
Duration: Instantaneous
Saving Throw: None or Fortitude half; see text
Spell Resistance: No

You aim a single note of perfect pitch toward an unattended stone object weighing no more than 2 pounds per caster level, or toward a stone creature, causing it to shatter. A stone object is destroyed, whereas a stone creature (of any weight) takes 1d6 points of damage per caster level (maximum 15d6), with a Fortitude save for half damage.
STONE SPHERE
Evocation [Earth]
Level: Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: One 5-ft.-diameter stone sphere
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

You create a smoothly polished, 5-foot diameter sphere of stone that moves under your control at a speed of 30 feet. A stone sphere has AC 5, hardness 8, and 500 hit points. In the round when you cast the spell, the stone sphere appears at the spot you designate within the spell’s range, and you can direct its movement as a free action. In subsequent rounds, you must actively direct the stone sphere in order to move it; otherwise, it remains motionless. Directing the movement of a stone sphere in any round after its initial appearance requires a move action. If you move a stone sphere into a square occupied by an enemy, it stops moving and deals 1d6 points of damage per two caster levels (maximum 5d6) to every creature in that square. A successful Reflex save negates the damage. Material Component: A smooth sphere of marble 1 inch in diameter.
STONE SPIDERS
Transmutation
Level: Spider 7
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: Three pebbles, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell transforms three pebbles into stone constructs that resemble monstrous spiders. The constructs can be any size from Tiny to Huge as you decide, but all the constructs you create must be the same size. The constructs have the same statistics as monstrous spiders (MM 288) of the appropriate size, except as noted here.
• Their passive defence bonus increases by 6.
• They have damage reduction 10/ magic.
• Their poison has a Fortitude save DC of 10 + 1/2 your caster level + your Wis modifier. Initial and secondary damage is 1d3 points of Strength damage.
If the constructs can hear your commands, you can direct them not to attack, to attack particular enemies, or to perform other actions. Otherwise, they simply attack your enemies to the best of their ability.
Stone Tell
 Divination [Earth, Nature]
Level: Divine 6
Casting Time: 10 minutes
Components: V, S, DF
Range: personal
Target: you
Duration: 1 min./level

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
Stone to Flesh
 Transmutation [Earth]
Level: Arcane 6 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M (a drop of blood mixed with earth)
Range: medium (100 ft. + 10 ft./level)
Target: one petrified creature or a cylinder of stone from 1 ft. to 3 ft. In diameter and up to 10 ft. long
Duration: instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: yes

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
STONEHOLD
Transmutation [Earth, Nature]
Level: Divine 6 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: One 10-ft. square/level
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: Yes (object)

This spell makes thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell’s area contains one stone arm. Any creature that enters the area of the spell is immobilized by the arms unless it succeeds on a Reflex save. Such a creature is rooted in place and unable to move. It can take actions normally; it just can’t move from the space it currently occupies. Held creatures take 1d6+5 points of damage each round, at the beginning of your turn. Creatures that succeed on the Reflex save can move through the area normally. Creatures that start their turn in the affected area must attempt another Reflex save or be affected by the spell.
A held creature can attempt a DC 20 Strength check or a DC 25 Escape Artist check to break free, and can also break free by dealing enough damage to destroy the arm. An arm has AC 15, hardness 8, and 15 hit points. Before they attack, the arms remain beneath the surface of the stone. They can be discovered (but not disarmed) as a magic trap can be.
Stoneskin
Abjuration [Nature]
Level: Divine 5, Arcane 4 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (granite and diamond dust worth 250 gp)
Range: touch
Target: creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
STORM OF ELEMENTAL FURY
Conjuration (Summoning) [Nature, air, fire, water]
Level: Divine 7 (Exotic Uncommon)
Components: V, S
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Effect: 40-ft.-radius storm cloud, 200 ft. above the ground
Duration: 4 rounds
Saving Throw: See text
Spell Resistance: Yes

Each round, the storm generates one of the following effects, starting with the first effect, and then progressing to the second, until it has run its 4-round course.
1st Round: A storm of elemental fury buffets the area immediately beneath it with a whirling windstorm (DMG 94–95). Ranged attacks within the area of the storm are impossible, and Small or smaller creatures must succeed on a Fortitude save or be blown away. Medium creatures must make their Fortitude save or be knocked prone, and Large or larger creatures must succeed on a Fortitude save to move that round. Flying creatures that fail their saves are instead blown in a random direction, travelling 1d6×5 feet if Large or larger, 1d6×10 feet if Medium, and 2d6×10 feet if Small or smaller. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of elemental fury’s save DC + the level of the spell the caster is trying to cast.
2nd Round: Chunks of rock fall from the sky, dealing 5d6 points of damage (no save) to all creatures in the storm.
3rd Round: A deluge of rain extinguishes unprotected flames and perhaps protected ones as well (50% chance). The torrential downpour reduces visibility to 5 feet and cuts movement in half.
4th Round: Flame pelts the area beneath the storm cloud; dealing 1d6 points of fire damage per caster level (maximum 15d6) (Reflex half).
Storm of Vengeance
 Conjuration (summoning) [Nature, water, air, acid, lightning]
Level: Divine 9 (Complex Rare)
Casting Time: 1 round
Components: V, S
Range: long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: see text
Spell Resistance: yes

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of Lightning damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility.
The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Spellcraft check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.
STORM TOWER
 Abjuration [Air, Nature]
Level: Divine 7 (Exotic Uncommon)
Components: V, S
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Area: Cylinder (20-ft. radius, 100 ft. high)
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

A storm tower absorbs any Lightning damage dealt to those within it. Magic missiles cannot be cast into, out of, or within a storm tower. The storm tower is composed of windstorm-strength winds (DMG 95), making ranged attacks impossible within it, though it has no effect on the movement of creatures within it. However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of smaller size must succeed on a Fortitude saving throw to enter; otherwise, they are checked at the edge. Anyone within a storm tower has concealment relative to those outside the tower. The howling winds of a storm tower also apply a –10 penalty on Listen checks made within 50 feet of it (including all those made inside the tower).
STORMRAGE
Transmutation [Lightning]
Level: Divine 8 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You can fly at a speed of 40 feet, and you gain DR 30/- to thrown weapons and projectile ranged attacks. You are completely unaffected by natural or magical wind, easily able to hold your position and not subject to other adverse effects of extreme wind. Finally, you can discharge a bolt of Lightning from your eyes once per round. You enemies’ spell resistance applies to these lightning attacks. Doing this is a standard action that does not provoke attacks of opportunity, has a range of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack roll if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal. If you hit, the bolt deals 1d6 points of Lightning damage per two caster levels (maximum 10d6), with no saving throw allowed.
STRENGTH OF STONE
Transmutation [Earth, Holy]
Level: Divine 2 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground. This means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell. A natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).
STUN RAY
Evocation [Lightning]
Level: Arcane 7 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1d4+1 rounds; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You blast an enemy with a scintillating ray of Lightning. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of Lightning. If the subject makes a successful Fortitude save, it is stunned for only 1 round. 
Material Component: A coiled copper wire.
SUBMERGE SHIP
Evocation [Water]
Level: Arcane 7 (Complex Rare)
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You grant the ship touched a swim speed of 60 feet and the ability to move beneath the surface of the water. You can control the ship’s speed and direction as a free action. All interior spaces of the ship remain dry even if a doorway or porthole is open while the ship is underwater. Any creature aboard the ship when the spell is cast can move about the ship with ease (including climbing and jumping) as if it were afloat on a calm sea. Such creatures can breathe water for the duration of the spell as long as they remain within 10 feet of the ship. External forces, such as a storm or an angry dragon, can still jostle the ship and cause it to shake and possibly knock passengers and objects from it, but nothing falls from the ship as a result of your direction of its movement. You can transfer control of the ship to another individual by giving that individual the miniature rudder you used as a focus to cast the spell. If the focus is ever lost or becomes unattended, the spell’s duration expires. Once the spell ends (either because the duration expired, the focus was lost or became unattended, or the magic was successfully dispelled), the magic lingers for 1 additional round per caster level. During this time, the ship ascends toward the water’s surface at a rate of 60 feet per round. If the ship is still underwater when this additional time runs out, it immediately sinks, and its passengers risk drowning. 
Focus: A miniature wooden rudder inlaid with silver, worth 2,500 gp.
SUBVERT PLANAR ESSENCE
Transmutation
Level: Divine 5, Arcane 6 (Complex Rare)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centred on a point in space
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them. Outsiders that fail their saves have their damage reduction and spell resistance each reduced by 10. For example, a barbed Devil subject to subvert planar essence would have no damage reduction and spell resistance 13, while a pit fiend would have damage reduction 5/good and silver, and spell resistance 22. An outsider attempts a Fortitude save and checks spell resistance when it first enter the spell’s area. If it makes the save or the spell fails to overcome its spell resistance, that creature is thereafter unaffected by this casting of subvert planar essence and can enter and exit the spell area without making further saves. Outsiders that fail their saves and have their spell resistance overcome by the spell are affected as long as they remain within the spell’s area, and they are automatically affected if they leave and reenter the area.
Material Component: A tuning fork made from cold iron.
SUDDEN STALAGMITE
Conjuration (Calling) [Earth, Nature]
Level: Divine 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

This spell conjures a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature within 10 feet of the ground gains a +4 bonus on its saving throw, and airborne creatures more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location until it makes a DC 15 Escape Artist check. The stalagmite can be removed in other ways as well, such as with a stone shape spell. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction.
Suggestion
 Enchantment (compulsion) [language-dependent, mind affecting];
Level: Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, M (a snake’s tongue and a honeycomb)
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: yes

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Suggestion, Mass
 Enchantment (compulsion) [language-dependent, mind affecting];
Level: Arcane 6 (Simple Uncommon)
Range: medium (100 ft. + 10 ft./level)
Target:s one creature/level, no two of which can be more than 30 ft. apart

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
SUMMON BABAU DEMON
Conjuration (Summoning) [Chaotic, Taint]
Level: Divine 6 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned babau demon
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a babau demon (MM 40) from the Infinite Layers of the Abyss. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
SUMMON BEARDED DEVIL
Conjuration (Summoning) [Taint, Lawful]
Level: Divine 5 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bearded Devil
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a bearded Devil (MM 52) from the Nine Hells of Baator. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
SUMMON BRALANI ELADRIN
Conjuration (Summoning) [Chaotic, Positive]
Level: Divine 5 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bralani eladrin
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a bralani eladrin (MM 93) from the Olympian Glades of Arborea. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action.
SUMMON ELEMENTAL MONOLITH
Conjuration (Summoning) [see text, Nature]
Level: Divine 9, Arcane 9 (Exotic Common)
Components: V, S, M
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Effect: One summoned elemental monolith
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No

You conjure a tremendously powerful creature known as an elemental monolith (Complete Arcane 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. A monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in midair). When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type. 
Material Component: A gem worth 100 gp—aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.
SUMMON ELEMENTITE SWARM
Conjuration (Summoning) [see text, Nature]
Level: Divine 4 (Exotic Uncommon)
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elementite swarm
Duration: Concentration, up to
1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons an elementite swarm (Planar Handbook 114)—air, earth, fire, or water, at your option— from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
SUMMON ELYSIAN THRUSH
Conjuration (Summoning) [Positive]
Level: Divine 2 (Complex Rare)
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned Elysian thrush
Duration: 8 hours
Saving Throw: None
Spell Resistance: No

This spell summons an Elysian thrush (Planar Handbook 118), a birdlike creature native to the Blessed Fields of Elysium. The creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures. Those within 30 feet who listen to the thrush’s song while resting recover at twice the normal natural healing rate.
SUMMON GREATER ELEMENTAL
Conjuration (Summoning) [see text, Nature]
Level: Divine 6 (Exotic Common)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elemental
Duration: Concentration, up to
1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a greater elemental (MM 96–100)—air, earth, fire, or water, at your option—from the appropriate Elemental Plane. The greater elemental appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. 
SUMMON HOUND ARCHON
Conjuration (Summoning) [Positive, Lawful]
Level: Divine 4 (Complex Rare)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned hound archon
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a hound archon (MM 16) from the Seven Mounting Heavens of Celestia. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
Summon Instrument
 Conjuration (summoning) [Song]
Level: Arcane 0
Casting Time: 1 round
Components: V, S
Range: 0 ft.
Effect: One summoned handheld musical instrument
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no

This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice).
The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.
Summon Monster I
 Conjuration (summoning) [see text]
Level: Divine 1, Arcane 1 (Complex Common)
Casting Time: 1 round
Components: V, S, F/DF (a tiny bag and a small candle)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 min + 1 round/level (D)
Saving Throw: none
Spell Resistance: no

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. 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. The spell conjures one of the creatures from the 1st-level list on Table 11–1. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, Taint, fire, good, lawful, or water creature, it is a spell of that type. You can only summon and control one creature at a time, if you summon a second creature the 1st one is released and returns to where it came from.
Heighten Effect: you can summon one creature from the 2nd-level list.
Summon Monster III
 Conjuration (summoning)
Level: Divine 3, Arcane 3 (Complex Uncommon)

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list.
Heighten Effect: You can summon one creature from the 4th-level list
Summon Monster IX
 Conjuration (summoning)
Level: Divine 9, Arcane 9 (Complex Common)

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list.
Summon Monster V
 Conjuration (summoning)
Level: Divine 5, Arcane 5 (Complex Common)

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list.
Heighten Effect: you can summon one creature from the 6th-level list
Summon Monster VII
 Conjuration (summoning)
Level: Divine 7, Arcane 7 (Complex Common)

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Heighten Effect: you can summon one creature from the 8th-level list
Summon Nature’s Ally I
 Conjuration (summoning) [Nature]
Level: Divine 1 (Exotic Common)
Casting Time: 1 round
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Effect: one summoned creature
Duration: 1 min + 1 round/level (D)
Saving Throw: none
Spell Resistance: no

This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. 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. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. The spell conjures one of the creatures from the 1st-level list on Table 11–2. When you use a summoning spell to summon an air, chaotic, earth, Taint, fire, good, lawful, or water creature, it is a spell of that type. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. You can only summon and control one creature at a time, if you summon a second creature the 1st one is released and returns to where it came from.
Heighten Effect: you can summon one 2nd-level creature
Summon Nature’s Ally III
 Conjuration (summoning) [see text] [Nature]
Level: Divine 3 (Exotic Common)

This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature.
Heighten Effect: you can summon one 4th-level creature.
Summon Nature’s Ally IX
 Conjuration (summoning) [see text] [Nature]
Level: Divine 9 (Exotic Common)

This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature
Summon Nature’s Ally V
 Conjuration (summoning) [Nature]
Level: Divine 5 (Exotic Common) 

This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature.
Heighten Effect: you can summon one 6th-level creature.

Summon Nature’s Ally VII
 Conjuration (summoning) [see text] [Nature]
Level: Divine 7 (Exotic Common)

This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature.
Heighten Effect: you can summon one 8th-level creature
Summon Swarm
 Conjuration (summoning) [Nature]
Level: Divine 2, Arcane 2 (Complex Common)
Casting Time: 1 round
Components: V, S, M/DF (a square of red cloth)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: none
Spell Resistance: no

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
SUMMON UNDEAD I
Conjuration (Summoning) [Taint]
Level: Divine 1, Arcane 1 (Complex Uncommon)
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 min + 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like summon monster I, except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list in the accompanying sidebar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate the dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Heighten Effect: you can summon one undead from the 2nd-level list 
SUMMON UNDEAD III
Conjuration (Summoning) [Taint]
Level: Divine 3, Arcane 3 (Complex Uncommon)
Effect: One or more summoned creatures, no two of which are more than 30 ft. Apart
This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list.
Heighten Effect: you can summon one undead from the 4th-level list.
SUMMON UNDEAD LISTS
1st Level: Human warrior skeleton (MM 226), kobold zombie (MM 266)
2nd Level: Owlbear skeleton (MM 226), bugbear zombie (MM 267).
3rd Level: Ghoul (MM 118), troll skeleton (MM 227), ogre zombie (MM 267).
4th Level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267).
5th Level: Mummy (MM 190), shadow (MM 221), vampire spawn (MM 253), wight 
SUMMON UNDEAD V
Conjuration (Summoning) [Taint]
Level: Divine 5, Arcane 5 (Complex Uncommon)
Effect: One or more summoned creatures, no two of which are more than 30 ft. Apart

This spell functions like summon undead I, except that you can summon one undead from the 5th-level list.
Sunbeam
 Evocation [Light, Nature]
Level: Divine 7 (Exotic Uncommon) 
Casting Time: 1 standard action
Components: V, S, DF
Range: 60 ft.
Area line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Fortitude negates and Fortitude half; see text
Spell Resistance: yes

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 1d6 damage every 2 levels caster has.
Any creatures to which sunlight is harmful or unnatural take double damage. A successful Fortitude save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d8 points of damage per caster level (maximum 20d8), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures
SUPPRESS BREATH WEAPON
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 3 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature that has a breath weapon
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No

The subject of this spell cannot use its breath weapon for the duration of the spell.
SUPPRESS GLYPH
Divination
Level: Divine 3 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: 100-ft.-radius burst centred on you.
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You gain an enhanced awareness of magical writing within range. Magical writing such as a glyph of warding, explosive runes, sepia snake sigil, or symbol is covered by a blue nimbus of light (which sheds light equal to a candle). This effect reveals the location of the writing without triggering it. For every source of magical writing, you can make a dispel check (1d20 + your caster level, maximum +10) against a DC equal to 11 + the writing’s caster level. If you are successful, the magical writing is suppressed for 1 minute per caster level. You and other creatures could then read a book warded by explosive runes, or open a drawer guarded by a glyph of warding, or pass through a doorway protected by a symbol without effect. This spell covers and negates any active or triggered magical writing (such as a quickly scribed symbol of fear or a triggered symbol of death), although creatures that have already succumbed to the effect of the writing are unaffected. Once this spell ends, all magical writing in the area can be triggered normally, and active or triggered writings resume their function if they have any duration left.
SUREFOOTED STRIDE
Transmutation [Earth]
Level: Divine 1, Arcane 2 (Simple Common)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You can move through difficult terrain at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.
SUREFOOTED STRIDE, MASS
Transmutation
Level: Divine 4, Arcane 5 (Simple Common)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. Apart

This spell functions like surefooted stride, except as noted here.
Material Component: A feather and a handful of gem dust worth 50 gp.
SWAMP LUNG
Conjuration (Calling) [Nature, Water]
Level: Divine 7 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One living creature with a respiratory system
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No 

This spell causes stagnant swamp water to flood the target’s lungs. If the target is unable to breathe water, it must cough it out. If it makes the save, then this expulsion is done with little effort. If it fails the save, the creature falls prone in a coughing fit for 1d6 rounds and is helpless during that time. Furthermore, on a failed save, the subject contracts filth fever (DMG 292). Creatures able to breathe water must make the Fortitude save in order to avoid the disease, but are otherwise unaffected.
SWAMP STRIDE
Conjuration (Teleportation) [Water, Ranger, Nature]
Level: Divine 4 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expended; see text

This spell functions like tree stride, but it is used for diving into pools of water rather than trees. Each pool must be at least 1 foot deep, and the exit pool of water must be similar in depth to the entry pool (within 1 foot). Unlike with tree stride, each jump has a maximum range of 500 feet. All other effects and limitations are the same.
SWIM
Transmutation [Water, Nature]
Level: Divine 2 (Exotic Uncommon), Arcane 2 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell gives the recipient a swim speed of 30 feet (although not the ability to breathe water or hold one’s breath beyond normal limits). As long as the creature isn’t carrying more than a light load, it can swim without making Swim checks. It also gains a +8 bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on Swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits of the spell still apply. 
Material Component: A goldfish scale.
SWIM, MASS
Transmutation [Water, Nature]
Level: Divine 4, Arcane 4 (Exotic Uncommon)
Target:s: One creature/level, no two of which are more than 30 ft. apart

The spell functions like swim, except that it affects multiple creatures.
SWORD OF DARKNESS
Necromancy 
Level: Arcane 7 (Complex Rare)
Components: V, S, M
Effect: Black blade of negative energy

This spell functions like sword of deception (see below), except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.
Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell.

SWORD OF DECEPTION
Evocation [Force]
Level: Arcane 4 (Complex Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Pale green blade of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from your direction, and so it can’t be used to flank with your attacks, but it could flank with your allies. The blade attacks with a base attack bonus equal to your caster level, dealing 1d8 points of damage per hit and threatening a critical hit on a roll of 19–20. In addition, each successful hit provides a –2 penalty on the target’s next saving throw roll (–4 on a successful critical hit). This penalty is cumulative (to a maximum of –5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell. Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell). If an attacked creature has spell resistance, make a caster level check the first time the sword attacks. If the check is successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled. If the target goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers. Focus: A miniature replica of a sword and a set of loaded dice.
Symbol of Death
 Necromancy [death]
Level: Divine 8 (Complex Uncommon), Arcane 8 (Complex Common)
Casting Time: 10 minutes
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
Range: 0 ft.; see text
Effect: one symbol
Duration: see text
Saving Throw: Fortitude negates
Spell Resistance: yes

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) who’s combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol’s effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a DC 19 Knowledge (arcana) check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. 
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Symbol of Fear
 Necromancy [fear, mind-affecting]
Level: Divine 6 (Complex Uncommon) ,Arcane 6 (Complex Uncommon)
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Saving Throw: Will negates

This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. 
Diminished Effect: Each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.
Heighten Effect: every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.
Symbol of Insanity
 Enchantment (compulsion) [mind-affecting]
Level: Divine 8(Complex Uncommon), Arcane 8 (Complex Common)
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Saving Throw: Will negates

This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.
Symbol of Persuasion
 Enchantment (charm) [mind-affecting]
Level: Divine 6(Complex Uncommon), Arcane 6 (Complex Common)
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp) 
Saving Throw: Will negates

This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. 
Diminished Effect: all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 rounds. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires but if they are moved away from symbol wake up within 1d4 rounds.. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Heighten Effect: all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. 
SYMBOL OF SPELL LOSS
 Abjuration
Level: Divine 5(Complex Uncommon) , Arcane 5 (Complex Common)
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: No

This spell functions like symbol of death, except that when it is triggered, the symbol begins to attack the minds of spellcasters within 60 feet. Each must attempt a Will saving throw every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells spontaneously) is lost for the day. The symbol remains active for 10 minutes per level or until it has erased fifty levels of spells. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round.
Sympathetic Vibration
 Evocation [sonic]
Level: Arcane 6 (Simple Rare)
Casting Time: 10 minutes
Components: V, S, F (a tuning fork)
Range: touch
Target: one freestanding structure
Duration: up to 1 round/level
Saving Throw: none; see text
Spell Resistance: yes

By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs. Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
SYMPHONIC NIGHTMARE
Enchantment (Compulsion) [Mind-Affecting]
Level: Divine 7, Arcane 7 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch; see text
Target: Living creature touched; see text
Duration: 24 hours/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

A creature targeted by this spell loses the ability to dream during sleep or rest. Rather, in place of dreams, the subject’s slumbering mind is filled with the sounds of a discordant orchestra. After the victim’s first attempt to sleep, it incurs a –2 penalty on Wisdom-based skill checks. This penalty persists as long as the symphonic nightmare maintains its hold. This spell affects all creatures that sleep or enter sleeplike trances, although creatures without the need to sleep are effectively immune. In addition, the creature’s sleep is now haunted. It can no longer gain complete rest from sleeping or resting. The subject does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night’s rest. The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag’s dream haunting ability). You can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires. A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful breakEnchantment. Otherwise, a wish or miracle is required to lift the curse.
This spell can also be cast on a creature you are scrying, or on a creature distant from you if you hold something the creature carried within the past 24 hours.
Focus: A small statue of an opened skull, within which is arranged a miniature orchestra. The quality of this component must be extraordinary, and it carries a value of 1,000 gp.

TACTICAL PRECISION
Divination [Mind-Affecting, Song]
Level: Arcane 2 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/ 2 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When you cast this spell, you grant your allies greater insight into one another’s actions, allowing them to better coordinate their attacks. If two affected allies flank the same creature, each gains a +2 insight bonus on melee attack rolls and deals an extra 1d6 points of damage against the flanked creature. Creatures not subject to extra damage from sneak attacks are immune to this extra damage.
Material Component: A toy soldier.
TARGETING RAY
Divination [Song]
Level: Arcane 1 (Exotic Common)
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The ray acts as a rangefinder for you and any allies. You must succeed on a ranged touch attack with the ray to strike a target. It provides a +1 insight bonus per three caster levels on ranged attacks directed at the subject for the duration of the spell. Your allies need not see you, but they must be able to see the ray. You can otherwise act normally for the duration of the spell. Allies who can see the target of the ray receive the bonus even if you lose line of sight to the target.
Focus: A small metal or stone tube.
Telekinesis
 Transmutation
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Target: or Target:s see text
Duration: Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw: Will negates (object) or none; see text; 
Spell Resistance: yes (object); see text

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. 
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your combat maneuver bonus, you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity
modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total (as in total of all creatures) of weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Telekinetic Sphere
 Evocation [force]
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a crystal sphere and a pair of small magnets)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centred on creatures or objects
Duration: 1 min./level (D)
Saving Throw: Reflex negates (object)
Spell Resistance: yes (object)

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.
Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it.
Telepathic Bond
 Divination
Level: Arcane 5
Casting Time: 1 standard action
Components: V, S, M (two eggshells from two different creatures)
Range: close (25 ft. + 5 ft./2 levels)
Target:s you plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Diminished Effect: Must be part of bond, Int 6 or higher, Duration 1 minute/lvl
TELEPATHIC BOND, LESSER
Divination [Mind-Affecting]
Level: Mind 3, Arcane 3 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target:s: You and one willing creature within 30 ft.
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Teleport
 Conjuration (teleportation)
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 full action
Components: V
Range: personal and touch
Target: you and touched objects or other touched willing creatures
Duration: instantaneous
Saving Throw: none and Will negates (object)
Spell Resistance: no and yes (object)

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity:
 “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least 1 hour. 
“Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When travelling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. 
On Target You appear where you want to be.
Off Target You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be travelled. The direction off target is determined randomly.
Similar Area You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Familiarity O n Target: O ff Target: Similar Area Mishap
Very familiar 	01–97 	98–99 	100	 —
Studied carefully 	01–94 	95–97 	98–99 	100
Seen casually 	01–88 	89–94	95–98	99–100
Viewed once	01–76 	77–88 	89–96 	97–100
False destination  	— 	— 	81–92 	93–100
(1d20+80)
Teleport Object
 Conjuration (teleportation)
Level: Arcane 7 (Complex Uncommon)
Range: touch 
Target: one touched object of up to 50 lb./level and 3 cu. ft./level
Saving Throw: Will negates (object); 
Spell Resistance: yes (object)

This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.
If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.
Teleport, Greater
 Conjuration (teleportation)
Level: Arcane 7 (Complex Uncommon)

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Teleportation Circle
 Conjuration (teleportation)
Level: Arcane 9 (Complex Uncommon)
Casting Time: 10 minutes
Components: V, M (amber dust to cover circle worth 1,000 gp)
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: yes

You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Temporal Stasis
 Transmutation
Level: Arcane 8 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)
Range: touch
Target: creature touched
Duration: permanent
Saving Throw: Fortitude negates
Spell Resistance: yes

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
THORNSKIN
Transmutation [Plant]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage with your unarmed strikes (if you don’t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage + 1d6 points of piercing damage with an unarmed strike). In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage.
A creature’s damage reduction, if any, applies to the damage from this spell. The damage from thornskin is treated as piercing for the purpose of overcoming damage reduction.
Material Component: A thorn.
THUNDERHEAD
Evocation [Lightning]
Level: Divine 1, Arcane 1 (Simple Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

Thunderhead creates a small thundercloud over the subject’s head. The cloud moves with the subject, following it unerringly even if he becomes invisible or leaves the region. In every round of the spell’s duration, a miniature bolt of lightning leaps from the thundercloud to strike the subject. Each bolt deals 1 point of Lightning damage that is negated by a successful Reflex save.
Material Component: A small piece of copper wire.
THUNDERLANCE
Evocation [Force]
Level: Arcane 4 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A spearlike beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

When you cast this spell, you create a deadly lance of force. You can freely make a thunderlance retract or grow to any length from 1 foot to 20 feet, but it always remains a straight lance of force. This effect gives you a natural reach of 20 feet. You can use a thunderlance to make powerful melee attacks. You can wield a thunderlance in one or two hands, dealing a base 3d6 points of damage (crit 20/×3). Instead of using your Strength modifier, you use the higher of your Intelligence modifier or Charisma modifier as a bonus on attack rolls and damage rolls.
If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance might dispel the force effect in addition to damaging the target. Make a dispel check against the level of the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail on this check.
Material Component: A small metal spear.
THUNDEROUS ROAR
Evocation [Sonic, Nature]
Level: Divine 3 (Exotic Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

The resulting blast of sound from the casting of thunderous roar can be heard for miles, but the spell affects only those in its area. All creatures in the affected area take 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful Fortitude saving throw halves the damage. Additionally, any creature that takes damage from this spell must make a Reflex saving throw or be knocked prone from the force of the roar. Crystalline creatures take 1d6 points of sonic damage per caster level (maximum 10d6).
TIDAL SURGE
Evocation [Water, Nature]
Level: Divine 6 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: One creature or all creatures in a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If no large, natural source of water (a river, lake, or ocean) exists within the spell’s range, you can affect only one target. If such a source of water exists within the range of the spell, the spell creates a burst centred on a location you designate. In either case, the water deals 1d6 points of damage per caster level (maximum 15d6) to the target or to creatures within the burst. 
In addition, all affected creatures are subjected to a bull rush attack. The water uses caster level as BAB, and a +5 bonus on CMB check or a +10 bonus if the spell is cast near a source of water. You designate the direction the wave pushes when you cast the spell; creatures that lose the check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their checks, in the chosen direction. It is possible for a wave arising from a body of water to push characters into the water.
The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are Large or smaller. If the wave hits a magical fire, those flames are targeted by a dispel magic effect as if you had cast the spell.
Time Stop
 Transmutation
Level: Arcane 9 (Complex Uncommon)
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: 1d4+1 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but you. You stop time for 1d4+1 rounds of apparent time. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. You can only cast spells with personal or range 0 while Time Stop is in effect. Most spellcasters use the additional time to improve their defences, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop or any force effects like walls of force.. 
Tiny Hut
 Evocation [force]
Level: Arcane 3 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, M (a small crystal bead)
Range: 20 ft.
Effect: 20-ft.-radius sphere centred on your location
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground and the lower hemisphere pass through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. 
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it; although the occupants cannot be seen from outside the hut (they have total concealment).
Tongues
 Divination
Level: Divine 4, Arcane 3 (Complex Common)
Casting Time: 1 standard action
Components: V, M/DF (a clay model of a ziggurat)
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: no

This spell grants the creature touched the ability to speak and understand many extra languages, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time at fluent level, although it may be able to understand (and speak) up to their caster stat modifier in new languages. Tongues does not enable the subject to speak with creatures who don’t speak and does not give the subject the ability to read said language. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell.
TORTOISE SHELL
Transmutation [Nature]
Level: Divine 6 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Tortoise shell grants a +6 enhancement bonus to the subject’s existing passive defence bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. The enhancement bonus provided by tortoise shell stacks with the target’s normal passive defence bonus, but not with other enhancement bonuses to armor. Tortoise shell slows a creature’s movement as if it were wearing heavy armor. An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round.
The spell affects only a creature’s speed; tortoise shell doesn’t carry an armor check penalty or an arcane spell failure chance.
Touch of Fatigue
 Necromancy
Level: Arcane 0 
Casting Time: 1 standard action
Components: V, S, M (a drop of sweat)
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. 
Touch of Idiocy
  (compulsion) [mind-affecting]; 
Level: Arcane 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: 1 min + 1 round/level
Saving Throw: no
Spell Resistance: yes

With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1. This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.
TOUCH OF MADNESS
Enchantment [Mind-Affecting]
Level: Madness 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You can cause one living creature to become dazed by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no actions for 1 round per caster level.
TRAIN ANIMAL
Enchantment (Charm) [Mind-Affecting]
Level: Divine 2 (Simple Uncommon)
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Animal touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five). This spell does not modify an animal’s attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.
TRANSCRIBE SYMBOL
 Abjuration
Level: Arcane 6 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Magic symbol touched
Duration: 10 minutes or until discharged
Saving Throw: None
Spell Resistance: No

You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such as a glyph of warding or a symbol of death) without setting it off. The touched sigil is removed from its location and held as magical potential on your hand, as though it were a touch spell.
To pick up a sigil in this manner, you must make a successful caster level check (DC 20 + the target glyph’s spell level). Failure indicates that you have triggered the glyph or symbol. If you successfully transfer the sigil to your hand, you can use a standard action to place it on a surface (not a creature) of the sort on which it can normally be scribed. The transferred sigil works normally thereafter and retains all its original triggering conditions, although its current location might make its triggers difficult or impossible to achieve.
You can maintain the magic sigil on your hand as long as you concentrate. If your concentration lapses or the spell duration expires while the sigil is thus stored as potential, it immediately triggers upon you (and only you), even if you normally would not meet its trigger conditions. The effect has the same saving throw and spell resistance as the original spell did. The only safe way to rid yourself of the stored sigil is to place it upon a suitable surface.
Focus: A piece of slate that has been scoured bare and smooth on one side.
TRANSFIX
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 7 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Area: 10-ft.-radius emanation centred on a point in space
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect. An affected creature that is attacked gains a new saving throw to break free of theEnchantment.
Material Component: A drop of pine resin.
Transformation
 Transmutation
Level: Arcane 6 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a potion of bull’s strength, which you drink and whose effects are subsumed by the spell effects)
Range: personal
Target: you
Duration: 1 round/level

You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 passive defence bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks) up to a max of +20. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
TRANSLOCATION TRICK
Conjuration [Teleportation]
Level: Arcane 4 (Complex Rare)
Components: V
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: You and one creature
Duration: 10 minutes/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You and the other target switch locations, as if simultaneously using dimension door spells and exchange appearances, as if using disguise self spells to appear as each other. Your target can negate this spell with a successful saving throw.
If you or your target exceed the capacity of the dimension door spell or if you and your target have bodies that are so different that the disguise self spell could not disguise you as your target, this spell fails. Magic that penetrates disguises (such as true seeing) reveals the identities of you and your target. Otherwise, you are considered to be disguised as your target and vice versa for the duration of the spell. You get a +10 bonus on Disguise checks to impersonate the target.
When the spell ends, you and your target revert to your true appearances in your current locations. You do not switch places again.
Transmute Metal to Wood
 Transmutation [Plant]
Level: Divine 7 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Area all metal objects within a 40-ft.-radius burst
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes (object; see text)

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.
Transmute Mud to Rock
Transmutation [Earth, Nature]
Level: Divine 5, Arcane 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (sand, lime, and water)
Range: medium (100 ft. + 10 ft./level)
Area up to two 10-ft. cubes/level (S)
Duration: permanent
Saving Throw: see text
Spell Resistance: no

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud.
TRANSMUTE ROCK TO LAVA
Transmutation [Earth, Fire]
Level: Divine 9, Arcane 9 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava.
All creatures in the spell’s area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area.
Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads outin a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage to anyone caught directly beneath (Reflex half). In addition, creatures take 10d6 points of fire damage each round when they are caught in the area of the pool.
Although constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures deals 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame. The lava cools naturally from its surface toward its centre, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a
15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more. Magical or enchanted stone is not affected by the spell.
Transmute Rock to Mud
 Transmutation [Earth]
Level: Divine 5, Arcane 5 (Simple Common)
Casting Time: 1 standard action
Components: V, S, M/DF (clay and water)
Range: medium (100 ft. + 10 ft./level)
Area up to two 10-ft. cubes/level (S)
Duration: permanent; see text
Saving Throw: see text
Spell Resistance: no

This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area or half damage to those who succeed on Reflex saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Transport via Plants
 Conjuration (teleportation) [Plant]
Level: Divine 6
Casting Time: 1 standard action
Components: V, S
Range: unlimited
Target: you and touched objects or other touched willing creatures
Duration: 1 round
Saving Throw: none
Spell Resistance: no

You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along:
A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported by this spell must be in physical contact with one another, and at least one of those creatures must be in contact with you.
You can’t use this spell to travel through plant creatures. The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.
Trap the Soul
 Conjuration (summoning) [Truename]
Level: Arcane 8 (Complex Rare)
Casting Time: 1 standard action or see text
Components: V, S, M (gem worth 1,000 gp per HD of the trapped creature)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: permanent; see text
Saving Throw: see text
Spell Resistance: yes; see text

Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
Depending on the version selected, the spell can be triggered in one of two ways.
Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s truename is spoken correctly as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.
Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.
TRAVELER’S MOUNT
Transmutation
Level: Divine 1 (Simple Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount no longer attacks in combat. The steed willingly bears its rider into battle; it just can’t use its own natural weapons for the duration of the spell.
TREASURE SCENT
Divination
Level: Arcane 4 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as differentiate between the five kinds of valuables. When you detect one of these types of valuables, the exact location of the source is not revealed—only its presence and direction.
Whenever you come within 5 feet of the treasure, you can pinpoint its exact location. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Tree Shape
 Transmutation [Plant]
Level: Divine 2 (Exotic Common) 
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 hour/level (D)

By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs.
The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint Transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 Damage Resistance bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).
Tree Stride
 Conjuration (teleportation) [Plant]
Level: Divine 4 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 10 min/level or until expended; see text

You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Type of Tree		 Transport Range:
Oak, ash, yew 		3,000 feet
Elm, linden 		2,000 feet
Other deciduous 		1,500 feet
Any coniferous 		1,000 feet
All other trees 		500 feet

You may move into a tree up to one time per caster level (passing from one tree to other counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
TREMOR
Evocation [Earth, Nature]
Level: Divine 3 (Complex Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/3 levels
Saving Throw: See text
Spell Resistance: No

This minor quake is not strong enough to damage structures. The effect lasts for 1 round per three caster levels, during which time any spellcaster on the ground in the area must succeed on a Concentration check (DC 20 + spell level) or lose any spell she is casting. A creature attempting to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others) must succeed on a DC 20 Concentration check, or the action automatically fails and is wasted. Each creature in the area must make a Reflex save each round or be knocked prone.
TRIADSPELL
Transmutation
Level: Divine 5 (Exotic Rare)
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended. The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell and you cannot have more than one triadspell readied each level.

TRIADSPELL, Greater
Level: Divine 8 (Exotic Rare)

Can ready up to 5th level spell but costs 100 gp in gems for 4th or 5th level spells.
TRUE CREATION
Conjuration (Creation)
Level: Creation 8
Components: V, S, M, XP
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magic or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem. Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
Material Component: A small piece of matter of the same type of item you plan to create—a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.
XP Cost: Half the item’s gold piece value in XP, or 50 XP, whichever is more.
TRUE DOMINATION
Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One humanoid
Duration: 24 hours/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You can control the actions of any humanoid. You establish a telepathic link with the subject’s mind. If a common language is shared, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language is shared, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it. Subjects have a chance of resisting this control by making a Will save to avoid the effect when the spell is cast. Obviously self-destructive orders might be carried out, unless the subject can make a saving throw with the –4 penalty. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
True Seeing
 Divination
Level: Divine 5(Simple Uncommon), Arcane 6 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (an eye ointment that costs 250 gp)
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, and sees the true form of polymorphed, changed, or transmuted things. To be able to see through Illusions you must beat the caster’s level with a caster power check. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
True Strike
 Divination
Level: Arcane 1 (Simple Rare)
Casting Time: 1 standard action
Components: V, F (small wooden replica of an archery target)
Range: personal
Target: you
Duration: see text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
TSUNAMI
Conjuration (Calling) [Water, Nature]
Level: Divine 9 (Exotic Rare)
Components: V, S, M
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Effect: 20-ft./level-wide, 10-ft.-long, 40-ft.-high wave of water; see text
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Fortitude partial (object)
Spell Resistance: No

This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 1d6 points of bludgeoning damage per caster level (maximum 20d6) to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a tsunami take a –4 penalty to Dexterity and a –2 penalty on attack rolls. They can escape the wave by making successful
DC 20 Swim checks, as long as they end their movement outside the effect of the tsunami.
Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami’s movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim. Extracting a victim in this manner requires a DC 20 Strength check. A tsunami’s progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or 
creature. If only a portion of the tsunami is blocked, the rest of it continues on.
Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a –4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell’s initial range.
Material Component: A crown of coral set with pearls (total value of at least 5,000 gp).
TUNNEL SWALLOW
Transmutation [Earth]
Level: Arcane 6 (Exotic Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: Tunnel section up to 20 ft. In diameter and up to 50 ft. long
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No

You cause a section of tunnel to flex with peristaltic convulsions, crushing its contents and moving them along its length in the direction you designate. Each creature and object in the affected tunnel section is crushed for 1d6 points of damage per level (maximum 15d6) and is moved from its former position to a point just outside the affected tunnel section. A creature that makes a successful Reflex saving throw takes only half damage and is moved halfway from its former position in the tunnel toward the designated end of the tunnel section. When the spell duration expires, the tunnel returns to its former shape and size, with no harm done to its structure.
Tunnel swallow affects both worked and natural tunnels, as well as corridors in surface buildings, but does not harm the structure. Movement caused by this spell does not provoke attacks of -opportunity.
Material Component: A lump of chewed vegetable or meat.
UNBINDING
 Abjuration
Level: Liberation 9, Arcane 9 (Complex Rare)
Components: V, S, M, DF
Casting Time: 1 round
Range: 180 ft.
Area: 180-ft.-radius burst centred on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

An unbinding spell negates charm and hold spells of all types; arcane locks and similar closures; and spells that create physical or magical barriers, such as wall of fire, wall of force, guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is also ended, and a magic jar is shattered—forever destroyed—and the life force within snuffed out. In addition, any spell that holds magical effects, including other spells (magic mouth, imbue with spell ability, and so on), immediately releases them at a range of 0 feet.
Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding. Petrified creatures are neither revealed nor restored.
Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals). An antimagic field is not affected, nor does the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled.
Curses and geas/quest spells are negated only if you are of a level equal to or greater than that of the original caster.
All these effects occur without regard to the caster’s wishes. Spell effects on the person of the caster, or effects or items being carried or worn by the caster, remain undisturbed, but any others within the area are affected, including those of allies. The opening of locks or other closures triggers any alarms or traps attached to them. Any released creature might or might not be friendly to the caster.
Material Components: A lodestone and a pinch of saltpeter.
UNDEAD LIEUTENANT
Necromancy
Level: Arcane 3 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature; see text
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You empower the subject undead with the authority of command over undead in your control. The targeted undead must have Intelligence 5 or higher. Undead under your control obey the target undead as if it were you. You can give orders to the undead normally, superseding the orders of the subject of this spell. The number of undead you can control is increased by an amount equal to your caster level as long as the undead lieutenant is active. If the target undead creature is destroyed, the spell ends. You can have only one undead lieutenant at any time.
UNDEAD TORCH
Necromancy
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One corporeal undead/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject creature deals an extra 2d6 points of damage on melee attacks against living creatures. If an attacked creature has spell resistance, the resistance is checked the first time the undead subject attacks it. If your caster level check fails, the creature is unaffected by that casting of the undead torch.
If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and living creatures that pass through that area take 2d6 points of damage. If the undead creature assumes a nonphysical state (such as a vampire assuming gaseous form), the spell disperses harmlessly.
Material Component: A living or dead firefly or glowworm.
Undeath to Death
 Necromancy
Level: Divine 6, Arcane 6 (Simple Uncommon)
Components: V, S, M/DF (diamond powder worth 500 gp)
Area several undead creatures within a 40-ft.-radius burst
Saving Throw: Will negates

This spell functions like circle of death, except that it destroys undead creatures as noted above.
Undetectable Alignment
Abjuration
Level: Arcane 1, Divine 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature or object
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of Divination.
UNDEATH’S ETERNAL FOE
 Abjuration [Positive]
Level: Divine 9 (Complex Common)
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/5 levels
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

You grant one or more creatures special abilities that allow them to effectively destroy undead. All subjects receive a death ward effect. The subjects also have +10 to saves to the special attacks and abilities of undead that deal ability damage, ability drain, fear effects, disease, paralysis, or poison. Targets can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons. They also gain a +4 sacred bonus to AC against attacks by undead. 
Unhallow
 Evocation [Taint]
Level: Divine 5 (Simple Common)
Casting Time: 24 hours
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area)
Range: touch
Area 40-ft. radius emanating from the touched point
Duration: instantaneous
Saving Throw: see text
Spell Resistance: see text

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, the DC to resist negative channeled energy within this area gains a +4 sacred bonus and the DC to resist positive energy is reduced by –4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect
applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) 
An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow.
UNLUCK
Divination
Level: Arcane 3 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.
A creature carrying a stone of good luck is immune to the effect of unluck. 
Material Component: A piece of a broken mirror.
Unseen Servant
 Conjuration
Level: Arcane 1 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (a piece of string and a bit of wood)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: none
Spell Resistance: no

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.
UNYIELDING ROOTS
Transmutation [Plant]
Level: Divine 8 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The creature you touch must be standing on or otherwise touching the ground for this spell to have an effect on it. For the duration of the spell, the touched creature can’t move from its current space, nor can it be moved from its space by bull rushes, overruns, magic such as forceful hand, or any effect short of a massive earthquake. Such attempts simply fail. If an overrun attempt is made against a creature with unyielding roots, the rooted creature must block rather than avoid the overrun. The rooted creature automatically wins the
CMB check to stop the overrun and can make a CMB check (opposed by the overrunning creature’s Strength or   check) to knock the overrunning creature prone.
The roots draw life energy from the ground that feed the touched creature, healing up to 30 points of damage per round, neutralizing poisons automatically, and wiping away negative levels (as the restoration spell). The touched creature gets a +4 bonus on Fortitude and Will saves as long as the roots remain, but a –4 penalty on Reflex saves.
UPDRAFT
Conjuration (Calling) [Air]
Level: Divine 1 (Complex Common)
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally.
Material Component: A miniature propeller or windmill.
VALIANT FURY
Transmutation
Level: Courage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The affected creature gains a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. In addition, when making a full attack, the affected creature can make one additional attack with any weapon it is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects, such as that provided by the haste spell.
Vampiric touch
 Necromancy [Negative] 
Level: Arcane 3 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous/1 hour; see text
Saving Throw: none
Spell Resistance: yes

You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Veil
 Illusion (glamer)
Level: Arcane 6 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Target:s one or more creatures, no two of which can be more than 30 ft. apart
Duration: concentration + 1 hour/level (D)
Saving Throw: Will negates; see text
Spell Resistance: yes; see text

You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must make a successful Disguise check to accurately duplicate the appearance of a
specific individual. This spell gives you a +10 bonus on the check.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn’t help.
VEIL OF SHADOW
Evocation [Darkness]
Level: Divine 2 (Simple Rare), Arcane 2 (Simple Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is in effect even if the attacker has darkvision. This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher.
See invisibility does not counter a veil of shadow’s concealment effect, but a true seeing spell does.
VEIL OF UNDEATH
Necromancy [Taint]
Level: Divine 8, Arcane 8 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You gain many of the traits common to undead creatures. TBD You need not breathe, eat, or sleep. Like an undead creature, you are damaged by cure spells and healed by inflict spells. You don’t actually gain the undead type from casting this spell. 
Material Component: A finger from a zombie.
Ventriloquism
 Illusion (figment)
Level: Arcane 1 (Simple Common)
Casting Time: 1 standard action
Components: V, F (parchment rolled into cone)
Range: close (25 ft. + 5 ft./2 levels)
Effect: intelligible sound, usually speech
Duration: 1 min./level (D)
Saving Throw: Will disbelief (if interacted with); 
Spell Resistance: no

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
VIGOR
Necromancy
Level: Divine 3 (Simple Rare)
Duration: 10 rounds + 1 round/level (max 25 rounds)

This spell functions like lesser vigor, except as noted here and that it grants fast healing 2.
VIGOR, GREATER
Necromancy
Level: Divine 5 (Simple Rare)
Duration: 10 rounds + 1 round/level (max 35 rounds)

This spell functions like lesser vigor, except as noted here and that it grants fast healing 4.
VIGOR, LESSER
Necromancy
Level: Divine 1 (Simple Rare)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spell do not stack; only the highest-level effect applies.
VIGOR, MASS LESSER
Necromancy
Level: Divine 3 (Simple Rare)
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Du ration: 10 rounds + 1 round/level (max 25 rounds)

This spell functions like lesser vigor, except that it affects multiple creatures.
VIGOROUS CIRCLE
Necromancy
Level: Divine 6 (Simple Rare)
Duration: 10 rounds + 1 round/level (max 40 rounds)

This spell functions like mass lesser vigor, except as noted here and that it grants fast healing 3.
VILE DEATH
Conjuration (Calling) [Taint]
Level: Divine 9, Arcane 9 (Complex Rare)
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One corporeal undead creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

You summon the spirit of a fiend from the depths of the Nine Hells or the Abyss and bind it into the body of a corporeal undead creature—either a bodak, devourer, ghast, ghoul, mohrg, mummy, nightshade, skeleton, vampire, vampire spawn, wight, or zombie.
Binding the fiend applies the fiendish template (MM 108) to the undead creature. The resulting creature is independent of you, and can act on its own. Its initial attitude toward you is indifferent.
Material Component: A bit of brimstone and a bloodstone worth at least 500 gp.
XP Cost: 100 XP.
VINE MINE
Evocation [Plant]
Level: Divine 3 (Exotic Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes

You create and direct the rapid growth of vines. When you cast the spell, choose one of the following effects.
• Climbing aid (treat as knotted ropes)
• Bind helpless targets (Escape Artist DC 25 to escape)
• Hamper movement (as heavy undergrowth)
• Camouflage (add +4 competence bonus on Hide checks)
As a standard action, you can redirect the vines’ growth (thus changing the effect).
Material Component: A crown of ivy leaves.
VIPERGOUT
Conjuration (Summoning) [see text]
Level: Arcane 3 (Complex Uncommon)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell summons 1d4+1 celestial or fiendish Medium vipers (MM 280), which leap forth from your mouth to attack your enemies. A celestial viper summoned by this spell has resistance to acid 5, cold 5, and Lightning 5; spell resistance 7; and a smite evil attack that provides a +2 bonus on one damage roll. A fiendish viper summoned by this spell has resistance to acid 5 and fire 5; spell resistance 7; and a smite good attack that provides a +2 bonus on one damage roll. Starting in the round you complete the spell, you can spit three vipers as a standard action or one viper as a move action. (Thus, if you move and then cast this spell, you cannot spit any vipers until your next turn, but if you cast this spell without moving, you can spit forth one viper as your move action in that round.) Spat vipers land at your feet in an adjacent square of your choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do. The snakes are not actually present in your mouth, and they do not interfere with your breathing. However, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech. When the spell’s duration expires, all the vipers disappear, and any not yet brought forth are lost.
When you use a summoning spell to summon a good creature or an evil creature, it is a spell of that type.
Material Component: A snakeskin.
Virtue
 Transmutation
Level: Divine 0
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 1 min.
Saving Throw: Fortitude negates (harmless); 
Spell Resistance: yes (harmless)

The subject gains 1 temporary hit point per level (Max 10).
VISAGE OF THE DEITY
Transmutation [Taint or Positive]
Level: Divine 6, Mysticism 6 (Complex Rare)

This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or fiendish creature, as follows.
• You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
• You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of the appropriate alignment.
• You gain darkvision out to 60 feet.
• You gain resistance to acid 20, cold 20, and Lightning 20 (for good clerics) or resistance to cold 20 and fire 20 (for evil clerics).
• You gain damage reduction 10/magic.
• You gain spell resistance 20. Your creature type does not change (you do not become an outsider).
VISAGE OF THE DEITY, GREATER
Transmutation [Taint or Positive]
Level: Divine 9, Competition 9, Mysticism 9, Purification 9 (Complex Rare)

This spell functions like lesser visage of the deity, except that you take on many qualities of a half-celestial or half-fiendish creature.
Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form. Positive clerics undergo the following transformations.
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 passive defence.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and Lightning 10.
• You gain +10 to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dexterity, +4 Con, +2 Int, +4 Wis, +4 Charisma.
Taint clerics undergo the following transformations.
• You grow batlike wings that allow you to fly at your normal speed (average
maneuverability).
• You gain +1 passive defence.
• You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.
• You gain darkvision out to 60 feet.
• You gain +10 to poison.
• You gain resistance to acid 10, cold 10, Lightning 10, and fire 10.
• You gain damage reduction 10/ magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +4 Dexterity,
+2 Con, +4 Int, +2 Charisma.
VISAGE OF THE DEITY, LESSER
Transmutation [Taint or Positive]
Level: Divine 3, Mysticism 3 (Complex Rare)
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and Lightning 10 if you are good, or resistance to cold 10 and fire 10 if you are evil.
VISCID GLOB
Conjuration (Calling)
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: Reflex negates
Spell Resistance: No

When you attack with a viscid glob, you make a ranged touch attack against the target. If you miss, the glob might strike a nearby square or creature (see Missing with a Thrown Weapon). Once you have established the direction of the miss, roll 1d4 to determine the number of squares away from the target square that the glob lands.
A Medium or smaller creature struck by the glob must make a successful Reflex save or be instantly stuck in place. A stuck creature can speak but is otherwise limited to purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (against a DC equal to this spell’s DC) made as a full-round action. A Large or larger creature stuck in the goo can’t move from the spot where it is glued, but it can otherwise act normally.
The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself. A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC of the Strength check or Escape Artist check required to get free is reduced by 5.
Material Component: A tiny ball of spider silk.
Vision
 Divination
Level: Arcane 7 (Complex Common)
Casting Time: 1 standard action

This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, and then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumours are known, the DC is 30, and the information gained is vague.
VITRIOLIC SPHERE
Conjuration (Calling) [Acid]
Level: Arcane 5 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft. + 20 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.
Material Component: A tiny glass vial filled with aqua regia.
VOICE OF THE DRAGON
Transmutation [Dragon]
Level: Dragon 4, Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You gain a +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic.
At any time before the spell’s duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name, including range, duration, and other effects. Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.
Special: Sorcerers cast this spell at +1 caster level.
VORTEX OF TEETH
Evocation [Force]
Level: Druid 4, Arcane 4 (Complex Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the centre)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Creatures in the area take 3d8 points of damage per round at the beginning of your turn. Because this spell is a force effect, it harms incorporeal creatures. 
Material Component: A fish tooth.
VULNERABILITY
Transmutation
Level: Divine 5, Arcane 5 (Simple Common)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell lowers the subject’s damage reduction by 5 (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic.
For every four caster levels beyond 9th, the subject’s damage reduction lowers by an additional 5: a reduction of 10 at caster level 15th and a reduction of 15 at caster level 19th.
WAIL OF DOOM
Necromancy [Fear, Mind-Affecting, Sonic, Song]
Level: Arcane 5 (Exotic Uncommon)
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous + 1 round/level or 1 round; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized. Each creature takes 1d4 points of damage per caster level (maximum 15d4) and becomes panicked for 1 round per caster level. A successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.
Wail of the Banshee
 Necromancy [Death, Sonic]
Level: Arcane 9 (Complex Rare)
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature/level within a 40-ft.-radius spread
Duration: instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: yes

You emit a terrible scream that possibly kills creatures that hear it (except for yourself ). The spell affects up to one creature per caster level, inflicting 3d6 + ½ caster level on a failed save, half damage if save. Creatures closest to the point of origin are affected first.
WALL OF CHAOS
 Abjuration [Chaotic]
Level: Divine 4, Arcane 4 (Complex Common)

This spell functions like wall of Law (see below), except that lawful creatures are blocked.
Wall of Fire
 Evocation [fire]
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M/DF (a piece of phosphorus)
Range: medium (100 ft. + 10 ft./level)
Effect: opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: none
Spell Resistance: yes

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Wall of Force
 Evocation [force]
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, M (powdered quartz)
Range: close (25 ft. + 5 ft./2 levels)
Effect: wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: none
Spell Resistance: no

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It has a break DC of 3 x caster level. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
Wall of force can be made permanent with a permanency spell.
WALL OF GEARS
Evocation 
Level: Mechanus 6, Arcane 6 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A straight wall of moving gears whose area is up to one 10-ft. square/level; see text
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

This spell creates a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall’s surface has hardness 10 and 90 hit points. Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.
Material Component: A small gear.
WALL OF GLOOM
Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
Level: Arcane 2 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level
Duration: Concentration + 1 round/ level
Saving Throw: None
Spell Resistance: No

You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty. Wall of gloom counters or dispels any light spell of equal or lower level.
Material Component: A bit of fleece from a black sheep.
WALL OF GOOD
 Abjuration [Positive]
Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is
up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes

You create an immobile barrier that inhibits evil creatures. An evil summoned creature cannot pass through the wall in either direction, and any other tainted creature must succeed on a Will save each time it attempts to move through the wall. If the saving throw is failed, the creature’s movement is stopped, and it can take no other action that round. A wall of good must be continuous and unbroken when formed. If it is cast so that an object or creature breaks its surface, the spell fails.
Material Component: Powdered silver worth 25 gp.
Wall of Ice
 Evocation [cold]
Level: Arcane 4 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a piece of quartz or rock crystal)
Range: medium (100 ft. + 10 ft./level)
Effect: anchored plane of ice, up to one 10-ft. square/level, or hemisphere
of ice with a radius of up to 3 ft. + 1 ft./level
Duration: 1 min./level
Saving Throw: Reflex negates; see text
Spell Resistance: yes

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects).
Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Wall of Iron
 Evocation
Level: Arcane 6 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M (a small iron sheet + gold dust worth 50 gp)
Range: medium (100 ft. + 10 ft./level)
Effect: iron wall whose area is up to one 5-ft. square/level;
Duration: instantaneous
Saving Throw: see text
Spell Resistance: no
 
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If the wall is breached that 5x5 area turns to dust over the next hour.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
WALL OF LAW
 Abjuration [Lawful]
Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common)
You invoke the Abjuration, and a wall of translucent silver energy springs up before fading away to nothingness.

This spell functions like wall of good (see above), except that chaotic creatures are blocked.
WALL OF LIGHT
Evocation [Light] 
Level: Divine 3 (Complex Uncommon), Arcane 3 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes; see text

A blinding fl ash accompanies the completion of this spell as a wall of pure light springs into being.
This spell causes a wall of dazzling yellow-white light to come into being at any point within range. The wall is opaque to all other creatures, though you can see through it without difficulty. A wall of light has no physical substance and does not otherwise hinder attacks, movement, or spells passing through it, although it blocks line of sight for other creatures. A creature that passes through a wall of light becomes dazzled for the duration of the spell. Spell resistance applies when passing through the wall. Sightless creatures and those already dazzled are not affected by passing through a wall of light. A wall of light sheds light equivalent to a daylight spell. Wall of light counters or dispels any darkness spell of equal or lower level.
Material Component: A pinch of powdered sunstone.
WALL OF LIMBS
Evocation
Level: Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 round
Range: Medium (50 ft. + 10 ft./level)
Effect: A wall of whirling limbs up to 20 ft. long/level, or a ring of whirling limbs with a radius of up to 5 ft./2 levels, either form 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs. A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength check or become stuck within the wall and unable to move (a charging creature gains a +2 bonus on the Strength check). The creature takes 5d6 points of damage each round at the beginning of your turn until freed. A creature can free itself with a DC 18 Strength check, or by dealing 30 points of damage to a 5-foot section of wall.
A creature that starts its turn next to a wall of limbs must succeed on a DC 18 Strength check or be grabbed by the fl ailing arms and become stuck, as above. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A wall of limbs provides cover against attacks made through it.
WALL OF SAND
Conjuration (Call) [Earth, Nature]
Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common)
Components: V, S, M/DF
Range: Medium (50 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: Concentration + 1 round/ level
Saving Throw: None
Spell Resistance: No

This spell conjures up a 10-foot-thick, viscous, opaque wall of swirling sand. The spell must be cast so that it rests on a solid surface. Once cast, the wall is immobile. The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures can attempt to force their way through it. Moving through a wall of sand is difficult, requiring a full-round action and a Strength check. A creature moves 5 feet through a wall of sand for every 5 points by which its Strength check result exceeds 10. Creatures within a wall of sand are considered blinded and deafened, and they are unable to speak or breathe. Thus, they might begin to suffocate (DMG 304) if they remain within the wall too long. Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 + spell level). Creatures with reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must have a general idea where the target is located.
Any open, unprotected flame thrust into a wall of sand is instantly extinguished.
Material Component: A handful of sand.
WALL OF SMOKE
Conjuration (Calling) [Nature]
Level: Divine 1 (Exotic Common), Arcane 1 (Complex Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round. A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round. This spell does not function underwater.
Wall of Stone
 Evocation [Earth]
Level: Divine 5(Complex Uncommon), Arcane 5 (Complex Common)
Casting Time: 1 standard action
Components: V, S, M/DF (a small block of granite)
Range: medium (100 ft. + 10 ft./level)
Effect: stone wall whose area is up to one 5-ft. square/level (S)
Duration: instantaneous
Saving Throw: see text
Spell Resistance: no
 
This spell creates a wall of rock that merges into adjoining rock surfaces.
A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The stone is the same type as the adjoining rock surfaces.   
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenulations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to
break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. If the wall is breached that 5x5 area turns to dust over the next hour.
 
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Wall of Thorns
 Conjuration (Calling) [Plant]
Level: Divine 5 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: wall of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no

A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.) You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage. A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes. 
WALL OF WATER
Conjuration (Call) [Water]
Level: Divine 4 (Exotic Common), Arcane 4 (Complex Common)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 10 minutes/level
Saving Throw: Reflex negates; see text
Spell Resistance: No

This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you). The water forms around objects and creatures in its area, plunging these creatures and objects underwater. A creature in the area where the water is created can make a Reflex save to move to a random side of the wall before it forms completely. This movement must occur on the creature’s next turn, or it immediately suffers the full affect of being in the wall.
Creatures can move through a wall of water by making Swim checks, or can walk along the floor at half speed; the water itself is considered to be calm water. Any open flames in the area when the water forms are immediately extinguished. Creatures with the fire subtype take 2d6 points of damage +1 point per caster level each round they remain partially or wholly in the wall. Although the wall is transparent, it provides cover to any targets inside against attacks launched from outside the wall. It cannot be destroyed by physical damage, nor can it be drained off to a different location. Water brought out of the wall in a container instantly evaporates as the wall itself forms more water to replace what was removed.
Material Component: A sponge.
WAR CRY
Enchantment (Compulsion) [Mind-Affecting, Sonic, Song]
Level: Arcane 2 (Exotic Common)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +4 morale bonus on attack rolls and damage rolls made as part of a charge. If you deal damage with a charge attack, your foe must succeed on a Will save or become panicked for 1 round (spell resistance applies to this effect).
WARNING SHOUT
Transmutation [Sonic, Holy]
Level: Divine 1 (Exotic Uncommon)
Components: V
Casting Time: 1 immediate action
Range: 30 ft.
Target:s: All allies within 30 feet
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All allies within range are no longer considered flat-footed, even if they have not yet acted in the current combat. Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by a warning shout.
Warp Wood
 Transmutation [Plant]
Level: Divine 2 (Complex Rare)
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 Small wooden object/level, all within a 20-ft. radius
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option) boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.
Water Breathing
 Transmutation [Water]
Level: Divine 3, Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (short reed or piece of straw)
Range: touch
Target: living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Water Walk
 Transmutation [Water]
Level: Divine 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:s one touched creature/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subject’s feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
WATERSPOUT
Conjuration (Calling) [Water]
Level: Divine 7, Ocean 7 (Exotic Uncommon)
Components: V, S, DF
Casting Time: 1 round
Range: Long (100 ft. + 20 ft./level)
Effect: Cylinder (5-ft. radius,
80 ft. high)
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

Waterspout causes water to rise up into a whirling, cylindrical column. You can direct the movement of the waterspout as a move action.
A waterspout moves at a speed of 30 feet. You can concentrate on controlling the waterspout’s every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing a waterspout’s movement or changing its programmed movement is a move action for you. A waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell’s range, it collapses and the spell ends. A waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with it must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures that fail their saves are sucked into the spout and held suspended in its powerful currents, taking 2d6 points of damage each round (no save). Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking 8d6 points of falling damage) 1d8+5 feet from the base of the waterspout. Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as described above. Only the smallest of watercraft, such as canoes, kayaks, or coracles, can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save if it so chooses to avoid being sucked up.
WAVE OF GRIEF
Enchantment [Taint, Mind-Affecting]
Level: Arcane 2, Divine 2 (Simple Rare)
Components: V, S, M
Ca sting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

All within the cone when the spell is cast take a –3 penalty on attack rolls, saving throws, ability checks, and skill checks.
Material Component: Three tears.
Waves of Exhaustion
 Necromancy
Level: Arcane 7 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area cone-shaped burst
Duration: instantaneous
Saving Throw: no
Spell Resistance: yes

Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.
Waves of Fatigue
 Necromancy
Level: Arcane 5 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area cone-shaped burst
Duration: instantaneous
Saving Throw: no
Spell Resistance: yes

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

WEAPON OF THE DEITY
Transmutation
Level: Divine 3 (Simple Rare)
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You must be holding your deity’s favored weapon to cast this spell. You can use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two ends, as chosen by you. When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5. 
Alignments
Neutral: +1 defending 
Law: +1 flaming 
Chaos: +1 shock 

WEAPON SHIFT
Transmutation
Level: Arcane 1 (Simple Rare)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One melee weapon of up to 15 lb.
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

A weapon shift spell allows you to temporarily transform any one melee weapon into a different melee weapon. Thus, a greatclub could be transformed into a greatsword, a light pick into a morning star, or a dagger into a battleaxe. Improvised weapons and double weapons cannot be targeted or be the result of this spell. Magic weapons transformed retain all their special abilities as long as the new form could legally have those abilities, and weapons made from special materials retain their special materials.
Material Component: A piece of parchment folded into the shape of the weapon type desired.

WEATHER EYE
Divination [Nature]
Level: Divine 3 (Exotic Common)
Components: V, S, M, F
Casting Time: 1 hour
Range: 1 mile + 1 mile/level
Area: 1-mile radius + 1-mile/level centred on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can accurately predict the natural weather up to one week into the future. If unnatural forces currently affect the weather, then weather eye reveals the spells or abilities in effect, though not the source of those abilities.
Material Component: Incense. Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).
Web
 Conjuration (Calling)
Level: Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M (spider web)
Range: medium (100 ft. + 10 ft./level)
Effect: webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: no

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibres. Attacking a creature in a web doesn’t cause you to become grappled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the webs, but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set
the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Weird
 Illusion (phantasm) [fear, mind-affecting]
Level: Arcane 9 (Complex Uncommon)
Target:s any number of creatures, no two of which can be more than 30 ft. apart

This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The subject also takes 1d4 points of temporary Strength damage.
WHIRLING BLADE
Transmutation
Level: Arcane 2 (Simple Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. Focus: A slashing melee weapon that you hurl.
Whirlwind
 Evocation [Air, Nature]
Level: Divine 8 (Exotic Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
Effect: cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: yes

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds
the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
WHIRLWIND, GREATER
Evocation [Air, Nature]
Level: Divine 9, Windstorm 9 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Effect: 20-ft.-radius tornado, up to 5 ft./level high, centred on a point in space
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell is a more potent version of whirlwind. A greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.
Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the centre of a greater whirlwind must succeed on a Fortitude save or be dragged 1d4x10 feet toward the centre of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.
Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone. Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.
Flying creatures of Huge size or smaller that fail their Fortitude saves are sucked to the centre of the twister, taking 2d6 points of damage from the battering and buffeting. Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6x10 feet toward the centre of the twister. Colossal flyers must likewise make Fortitude saves or be pulled 1d6x5 feet toward the twister’s centre. Any Huge or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Large or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds. Any creature picked up is ejected 3 rounds later.
Inside the Tornado: Creatures that start their turn inside the tornado take 6d6 points of damage for each round they remain inside at the beginning of your turn. Creatures inside the tornado can’t do much; attacks, spellcasting, and movement are impossible within a greater whirlwind. When the greater whirlwind ejects a creature, it reappears 4d6x5 feet away from the twister’s centre in a random direction, and 4d6x5 feet off the ground (immediately falling if it can’t fly). 
Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (DMG 90) wherever it goes. Structures within a greater whirlwind take 2d6x10 points of damage per round. In a round or two, that amount of damage is sufficient to destroy any building made of materials less sturdy than reinforced masonry. No ranged attacks can pass through the twister. A greater whirlwind extinguishes all flames it touches. Listen checks are impossible within a greater whirlwind.
A greater whirlwind remains stationary unless you direct it elsewhere as a move action. It moves up to 60 feet per round.
Whispering Wind
Transmutation [Air]
Level Arcane 2 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S
Range: 1 mile/level
Area 10-ft.-radius spread
Duration: no more than 1 hour/level or until discharged (destination is reached)
Saving Throw: none
Spell Resistance: no

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it.
The wind then dissipates. You can prepare the spell to bear a message of no more than twenty five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or
as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.
WIND AT BACK
Transmutation [Nature]
Level: Divine 4 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target:s: One creature/level, no two
of which are more than 30 ft. apart
Duration: 12 hours
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell doubles the overland speed of all subjects, assuming they are all travelling together in the same direction, including pack animals and mounts. This spell does not affect nonliving material. The spell does not affect tactical speed.
WIND TUNNEL
Evocation [Air, Nature]
Level: Divine 5 (Exotic Common)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:s: One creature/level
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You call on the wind to assist your allies’ accuracy. A wind tunnel improves the accuracy of your allies’ ranged weapons, granting each subject a +5 competence bonus on ranged attacks. Further, it doubles the range increment of these weapons.
Wind Walk
 Transmutation [Air]
Level: Divine 6 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:s you and one touched creature per three levels
Duration: 1 hour/level (D); see text
Saving Throw: no and Will negates (harmless); 
Spell Resistance: no and yes (harmless)
 
You alter the substance of your body to a cloudlike vapour (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect manoeuvrability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor manoeuvrability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, watchers are likely to mistaken them for clouds, fog, vapours, or the like. With a Spot check DC =  DC of spell they can tell they are not clouds.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about  to end.
Wind Wall
 Evocation [Air]
Level: Divine 3, Arcane 3 (Simple Uncommon)
Casting Time: 1 standard action
Components: V, S, M/DF (a tiny fan and an exotic feather)
Range: medium (100 ft. + 10 ft./level)
Effect: wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: none; see text
Spell Resistance: yes

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
WINGBIND
Evocation [Force]
Level: Arcane 4 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A web of force surrounds the target, entangling it like a net. This spell functions like earthbind, except that an ensnared creature immediately falls to the ground, taking falling damage. An entangled creature can escape with a successful Escape Artist check against a DC equal to the save DC of the spell. Like a wall of force, this web of force is impervious to most attacks: It is immune to damage of all kinds, but does have a break DC of 3x caster level, and is unaffected by most spells, including dispel magic. Also like a wall of force, the web is immediately destroyed by disintegrate, a rod of cancellation, a sphere of annihilation, or Mage’s disjunction.
WINGS OF AIR
Transmutation [Air]
Level: Divine 2, Arcane 2 (Simple Rare)
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

The creature you touch becomes more agile in the air, able to make quicker turns, and more manoeuvrable when flying. The subject must be capable of flight using wings. The creature’s manoeuvrability improves by one grade—from clumsy to poor, poor to average, average to good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.
Heighten Effect: the creature’s manoeuvrability improves by two grades—from clumsy to average, poor to good, or average to perfect.
WINGS OF THE SEA
Transmutation [Water]
Level: Divine 1 Arcane 1 (Simple Rare)
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.
Material Component: A drop of water.
WINTER’S EMBRACE
Evocation [Cold, Nature]
Level: Divine 2 (Exotic Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A target that fails its save takes 1d8 points of cold damage per round at the beginning of your turn. Each round, the subject can make a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of winter’s embrace, it becomes fatigued. The fourth time it takes damage from the same spell, it becomes exhausted.
Wish
 universal
Level: Arcane 9 (Complex Rare)
Casting Time: 1 standard action
Components: V, S, M 
Range: see text
Effect: see text
Duration: see text
Saving Throw: none, see text
Spell Resistance: yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.
A wish can produce any one of the following effects.
• Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.
• Duplicate any other spell of 5th level or lower even if it's of a prohibited school. 
• Undo the harmful effects of many other spells, such as geas/quest or insanity.
• Create a nonmagical item of up to 25,000 gp in value.
• Create a magic item, or add to the powers of an existing magic item.
• Grant a creature a +1 inherent bonus to an ability score. You can use wishes up to five times to increase each ability and they don’t have to be in succession. 
• Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
• Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
• Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
• Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.
WITHER LIMB
Necromancy [Taint]
Level: Deathbound 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject’s land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
A withered limb can be restored to normal by a successful dispel magic from a spellcaster of a level higher than the level of the wither limb caster.
Wood Shape
 Transmutation [Plant]
Level: Divine 2 (Exotic Common)
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.
WORD OF BINDING
Conjuration (Calling) [Holy]
Level: Divine 3 (Exotic Common)
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One Medium or smaller humanoid or monstrous humanoid
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No

You create masterwork steel manacles that attempt to bind your target. A successful Reflex save allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles. The imprisoned creature can slip free with a DC 35 Escape Artist check or a DC 28 Strength check. The manacles have hardness 10 and hit points equal to 10 + 1 per caster level. The manacles automatically scale to fit any Medium or smaller humanoid creature. While imprisoned by the manacles, the subject cannot take any actions requiring the use of its hands and can move only 5 feet per round. The manacles come complete with an average quality lock (Disable Device DC 25).
Words of Power
 Evocation [see text, sonic, Truename]
Level: Divine 7 (Complex Common)
Casting Time: 1 round action
Components: V
Range: 40 ft.
Area tainted creatures in a 40-ft.-radius spread centred on you
Duration: instantaneous
Saving Throw: Will partial
Spell Resistance: yes

Choose which alignment is effected: Law, Chaos, Tainted, Non Tainted. Any creature within the area of spell suffers the following ill effects.
HD Effect:
Equal to caster level 		Dazed
Up to caster level –1 		Weakened, dazed
Up to caster level –5 		Paralyzed, weakened, dazed
Up to caster level –10 	Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. 
Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates. 
Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half.
Paralyzed: The creature takes 3d6 + ½ CL Dexterity dmg if they fail save. It is paralyzed and helpless for 1d10 minutes if Dexterity dropped to 0. Save reduces the dmg to 2d6.
Killed: Creatures take 3d6+ ½ CL in Con damage if fail save. Living creatures die. Undead creatures take Cha damage instead. ½ damage if save is made.
Furthermore, if you are on your home plane when you cast this spell, extraplanar creatures of chosen alignment within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the power words or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected. This spell is opposite to whatever alignment it harms(so if harms Lawful is a Chaos spell).
Word of Recall
 Conjuration (teleportation) [Nature]
Level: Divine 6 (Complex Common)
Casting Time: 1 standard action
Components: V
Range: unlimited
Target: you and touched objects or other willing creatures
Duration: instantaneous
Saving Throw: none or Will negates (harmless, object); 
Spell Resistance: no or yes (harmless, object)

Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
WRACK
Necromancy [Taint]
Level: Divine 4, Arcane 5 (Complex Rare)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 round/level + 3d10 minutes; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your touch causes your target to experience excruciating pain. For the duration of the spell, the subject falls prone and is blinded and helpless. He gets to new save each round to be able to not be helpless. Even when the spell ends, the subject is still shaken for 3d10 minutes.
WRACKING TOUCH
Necromancy [Nature]
Level: Divine 2 (Exotic Rare), Arcane 2 (Complex Uncommon)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

causes your fist to shake involuntarily, sending spasms up your arm.
You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage. Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.

WRAITHSTRIKE
Transmutation
Level: Arcane 2 (Complex Rare)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

While this spell is in effect, your next single melee attack is resolved as melee touch attack rather than normal melee attacks. 
WRATHFUL CASTIGATION
Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 8 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes

This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
Focus: A whip.
XORN MOVEMENT
Transmutation [Earth]
Level: Arcane 5 (Complex Rare)
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of this spell can move through natural earth and stone (but not worked stone, brick, or metal) as a xorn does, leaving behind no tunnel or sign of passage. Furthermore, the subject can breathe normally while entombed in earth and natural rock. A move earth spell cast on an area the subject occupies fl ings it back 30 feet and stuns it for 1 round. A successful Fortitude save negates the stunning effect.
Xorn movement lasts a minimum of 1 round/level. If the subject has not emerged into a large enough open space to contain its body comfortably when the spell expires, it is shunted off to the nearest such open space, taking 1d6 points of damage per 5 feet so traveled.
Focus: A scale from a xorn’s hide.
ZEAL
 Abjuration
Level: Competition 2, Divine 2 (Simple Rare)
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Choose a foe as you cast this spell. You gain a +4 deflection bonus to AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.
ZONE OF RESPITE
 Abjuration
Level: Divine 5, Arcane 5 (Complex Uncommon)
Components: V, S, M
Casting Time: 2 rounds
Range: 20 ft.
Area: 20-ft.-radius emanation centred on you
Duration: 10 minute/level
Saving Throw: None
Spell Resistance: Yes

You create a region that is temporarily protected against interplanar intrusion. This includes spells and abilities that use other planes, including dimension door, teleport, plane shift, and travel through such planes as the Astral Plane, the Ethereal Plane, and the Plane of Shadow. Summoning and calling spells do not function within a zone of respite, but summoned and called creatures outside a zone of respite can be sent inside it. Gate spells and other portals cannot be created within a zone of respite, but existing portals are unaffected by the spell. Creatures on coterminous or coexistent planes (DMG 150) must retreat to the edge of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane. 
Material Component: A small amount of blood from a gorgon.
ZONE OF REVELATION
Divination
Level: Divine 5 (Complex Uncommon)
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius/level emanation centred on a point in space
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

All creatures and objects within a zone of revelation are made visible. This includes invisible creatures, as well as those on coexistent planes such as the Ethereal Plane and the Plane of Shadow (DMG 150). Natives of these planes do not lose any abilities but are simply made visible. Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells. Once a formerly invisible object or creature leaves the area, it becomes invisible again. Ethereal creatures in the spell’s area become nonethereal until they move beyond the spell’s range.
Arcane Material Component: A handful of dust from the grave clothes of an undead creature.
Zone of Silence
 Illusion (glamer)
Level: Arcane 4 (Exotic Uncommon)
Casting Time: 1 round
Components: V, S
Range: personal
Area 5-ft.-radius emanation centred on you
Duration: 1 hour/level (D)
Saving Throw: Will negates

By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centred on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful spot check to read lips can still reveal what’s said inside a zone of silence and if makes save not effected by spell and can hear normally.
Zone of Truth
 Enchantment (compulsion) [mind-affecting, Giant];
 Level: Divine 2 (Complex Uncommon)
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes

Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this Enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures that leave the area are free to speak as they choose.