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# 14. Unchained Druid Herbalism
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
*Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.*
*A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.*
A druid can create a number of free herbal concoctions per day equal to her **Wisdom** modifier. These free concoctions last until the druid prepares spells again. **Additional Concoctions** cost the same as creating an equivalent potion using **Brew Potion**, and last until consumed.
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level when the druid creates **Additional Concoctions**, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. Once per day, she can also create a **Special Concoction** of any spell higher than 3rd level that she can cast and is potion-eligible. This **Special Concoction** does not cost her anything to create and remains potent for 1 day before becoming inert.
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# 15. Freedom of Movement
Freedom of movement is a notoriously vague spell that requires clarification for several unlisted scenarios. The important criteria to remember is that freedom of movement is an abjurative barrier. It does not enable a character to do anything new - only protecting from hindrance of movement.
A character with [*freedom of movement*](https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/) will likely ignore several situations below, while others will require effort to remove any hindrances affecting the character once gaining [*freedom of movement*](https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/) (such as being grappled or struck with a Tanglefoot Bag).
1. **Difficult Terrain?** - Generally no, unless the difficult terrain is created by a magical effect such as [*black tentacles*](https://www.d20pfsrd.com/magic/all-spells/b/black-tentacles/) and [*ice storm*](https://www.d20pfsrd.com/magic/all-spells/i/ice-storm/). (See also [*feather step*](https://www.d20pfsrd.com/magic/all-spells/f/feather-step/))
2. **Paralysis?** - Yes, including paralysis effects from *hold person*, poison, [Cruelty](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Antipaladin), etc.
3. **[*Solid Fog*](https://www.d20pfsrd.com/magic/all-spells/s/solid-fog/)?** - Yes, but speed can still be hampered due to poor visibility.
4. **[*Slow*](https://www.d20pfsrd.com/magic/all-spells/s/slow/)?** - Yes.
5. **[*Web*](https://www.d20pfsrd.com/magic/all-spells/w/web/)?** - Yes.
6. **Move and Fight [Underwater](https://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquatic-terrain/)?** - Yes, and the character can still choose to swim as well.
7. **A Monster’s [Attach](https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Attach_Ex) ability?** - No, the attached creature is considered grappled but the character is not restrained in any way. The character automatically succeeds on a Grapple or Escape Artist check to remove the attached creature however.
8. **A Monster’s [Engulf](https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Engulf_Ex) ability?** - Yes, when escaping the pinned condition.
9. **A Net?** - Yes. The character can automatically escape a net as well.
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10. **Stairs?** - No.
11. **[*Entangle*](https://www.d20pfsrd.com/magic/all-spells/e/entangle/)?** - Yes.
12. **A Tanglefoot Bag?** - Yes.
13. **Being [Tied Up](https://www.d20pfsrd.com/gamemastering/Combat/#Tie_Up)?** - Yes, when escaping the pin.
14. **Squeezing?** - No.
15. **Strong wind?** - No.
16. **A Monster’s [Entrap](https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Entrap_Ex_or_Su) ability?** - Yes.
17. **Being buried under an avalanche?** - No.
18. **[*Repulsion*](https://www.d20pfsrd.com/magic/all-spells/r/repulsion/)?** - No.
19. **Shallow or Deep Bog?** Yes.
20. **[*Forcecage*](https://www.d20pfsrd.com/magic/all-spells/f/forcecage/)?** - No.
21. **[*Resilient Sphere*](https://www.d20pfsrd.com/magic/all-spells/r/resilient-sphere/)?** - No.
22. **Speed penalty when using Acrobatics/Climb?** - No.
23. A Monster’s [Web](https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Web_Ex) ability? - Yes.
24. **Movement penalties due to vision/blindness?** - No.
25. A Monster’s [Whirlwind/Vortex](https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Whirlwind_Su) ability? - No.
26. **[*Icy Prison*](https://www.d20pfsrd.com/magic/all-spells/i/icy-prison/)?** - No.
27. **[*Wall of Stone/Force/Ice*](https://www.d20pfsrd.com/magic/all-spells/w/wall-of-ice/)?** - No.
28. **[*Reverse Gravity*](https://www.d20pfsrd.com/magic/all-spells/r/reverse-gravity/)?** - No.
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# 16. Unchained Mounted Combat
Several gaps exist within the current rules for Mounted Combat. This chapter exists to help fill those gaps, as well as provide guidance for characters looking to take advantage of and excel at this fighting style. This supersedes any conflicting rules for mounted combat that are in place for the base game.
### Mounts
Horses, ponies, and riding dogs can serve readily as combat steeds. [Magical creatures](https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/), [engineered marvels](https://www.d20pfsrd.com/bestiary/monster-listings/constructs/), and even [dragons](https://www.d20pfsrd.com/bestiary/monster-listings/dragons/) can be enlisted to provide this support as well.
[Animal](https://www.d20pfsrd.com/bestiary/monster-listings/animals/) mounts that do not possess combat training (see the Handle Animal skill) are anxious in combat. If you don’t dismount, you must make a DC 20 Ride check each round as a **move action** (1 act) to control such a mount. If you succeed, you can perform a **standard action** (2 acts) after the move action. If you fail, the move action becomes a **full-round action** (3 acts), and you can’t do anything else until your next turn.
Non-animal mounts in general do not require combat training to control.
### Combat While Mounted
Your mount must be at least one size category larger than you. For simplicity, assume that you share your mount’s space during combat and assume you are also considered to be adjacent to your mount.
(**Feats that can help:** [Undersized Mount](https://www.d20pfsrd.com/feats/combat-feats/undersized-mount-combat/))
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. Your other actions are independent of your mount, and can occur interchangeably but otherwise overlap during your mount’s movement and actions. You must wait until your mount gets to your enemy before making any melee attacks. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
(**Feats that can help:** [Mounted Skirmisher](https://editor.gmbinder.com/documents/edit/-OIsEJxqm1W8FP3dLn5o#p16))
You cannot be tripped while mounted. However if your mount is tripped in combat, you risk a [Fall](https://www.d20pfsrd.com/SKILLS/ride/#Perform_Special_Action_While_Riding_a_Mount) (see the [Ride](https://www.d20pfsrd.com/SKILLS/ride/#Perform_Special_Action_While_Riding_a_Mount) skill). If you fail your Ride check, you fall in a random position adjacent to your mount and take 1d6 points of damage for each size category your mount is larger than you. If you succeed, you land in an adjacent square of your choosing.
You can be forcibly dismounted by an opponent's Bull Rush, Drag, or Reposition maneuver. If your opponent succeeds, you risk a Fall. A military saddle provides a +2 bonus to your CMD to avoid being dismounted.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground.
If your mount is two size categories larger than you, you must use a reach weapon to make melee attacks against adjacent opponents that are on foot (and opponents two size categories smaller on foot must use a reach weapon to make melee attacks against you). If your mount is three or more size categories larger than you, your melee attacks are often ineffective against opponents on foot (and vice versa).
While mounted, you can perform a **mounted charge attack**; a charge attack made by both you and your mount. If you make an attack at the end of the charge, you also receive the bonus gained from the charge. When making a mounted charge, you deal double damage with a lance (see [Charge](https://www.d20pfsrd.com/gamemastering/Combat/#TOC-Charge)). Your mount can charge independently from your actions, if directed.
(**Feats that can help:** [Mounted Combat](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Mounted%20Combat), [Ride-By Attack](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ride-By%20Attack), [Mounted Blade](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Mounted%20Blade), [Trample](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Trample), [Mounted Onslaught](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Mounted%20Onslaught), [Spirited Charge](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spirited%20Charge), [Wheeling Charge](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Wheeling%20Charge).)
You can use ranged weapons while your mount uses its action to move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. (A longbow can’t be used while mounted)
(**Feats that can help:** [Mounted Archery](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Mounted%20Archery), [Improved Mounted Archery](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Mounted%20Archery), [Stable Gallop](https://www.d20pfsrd.com/feats/animal-companion-feats/stable-gallop/).)
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### Casting Spells While Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).
(**Feats that can help:** [Uncanny Concentration](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Uncanny%20Concentration), [Stable Gallop](https://www.d20pfsrd.com/feats/animal-companion-feats/stable-gallop/))
### If Your Mount Falls in Battle
If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If you fail your Ride check, you fall in a random position adjacent to your mount and take 1d6 points of damage for each size category your mount is larger than you. If you succeed, you land in an adjacent square of your choosing.
(**Feats that can help:** [Trick Riding](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Trick%20Riding))
### If You Are Dropped
If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you’re in a military saddle). Otherwise you fall in a random position adjacent to your mount and take 1d6 points of damage for each size category your mount is larger than you. Without you to guide it, an animal mount avoids combat.
(**Feats that can help:** [Armored Rider](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Armored%20Rider))
### Who Makes the Combat Maneuver Check?
During your turn, you may decide to use a mounted combat maneuver against your opponent. You must decide how to control your mount to accomplish this, and use the appropriate bonus to roll:
* If you choose to use the Trample feat, Bull Rush maneuver, or similar ability, you use your own action and Combat Maneuver Bonus to determine if the attempt is successful.
* If you want to utilize your mount’s capability, the mount uses its action and Combat Maneuver Bonus to determine if the attempt is successful.
### Can We Fly, Climb, Swim, and Burrow Together?
Your mount can fly, climb, and swim according to their speed, even in Medium or Heavy Barding. Your mount cannot carry aloft more weight than its maximum heavy load. It must have enough carrying capacity to carry you and any additional load. (See also Full Carrying Capacity).
(**Feats that can help:** [Hefty Brute](https://aonprd.com/FeatDisplay.aspx?ItemName=Hefty%20Brute))
Your mount makes all related Fly, Climb, and Swim skill checks regarding any movement. You do not risk any falls while swimming. Falling from a flying or climbing mount often risks falling damage from a great height.
A burrowing mount cannot carry you underground while burrowing, unless you also have a burrow speed
### We Sprung a Trap. What Happens?
Traps are preset in a given location; floor, wall, or ceiling. If a mounted character springs a floor trap, the mount is considered the victim of the trap (unless the trap affects an entire square). If a mounted character springs a wall trap, the mount and the rider are both considered victims of the trap. If a mounted character springs a ceiling trap, the rider is considered the victim of the trap (unless the trap affects an entire square).
### How Can I Acquire a Mount?
1. Purchasing a [Riding Animal](https://www.d20pfsrd.com/equipmenT/goods-and-services/animals-animal-gear/#Riding_Animals).
2. Class feature, such as [Fiendish Boon](https://www.d20pfsrd.com/classes/Alternate-Classes/antipaladin/#TOC-Fiendish-Boon-Sp-), [Animal Companion](https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), [Mount](https://www.d20pfsrd.com/classes/Base-classes/Cavalier/#TOC-Mount-Ex-), [Eidolon](https://www.d20pfsrd.com/classes/base-classes/Summoner/#Eidolon) or [Divine Boon](https://www.d20pfsrd.com/classes/core-classes/Paladin/#TOC-Divine-Bond-Sp-).
3. [Figurine of Wondrous Power](https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/figurines-of-wondrous-power/).
4. **Feats that can help:** [Animal Ally](https://aonprd.com/FeatDisplay.aspx?ItemName=Animal%20Ally), [Beast Rider](https://aonprd.com/FeatDisplay.aspx?ItemName=Beast%20Rider), [Beast Speaker](https://aonprd.com/FeatDisplay.aspx?ItemName=Beast%20Speaker), [Celestial Servant](https://aonprd.com/FeatDisplay.aspx?ItemName=Celestial%20Servant), [Companion Figurine](https://aonprd.com/FeatDisplay.aspx?ItemName=Companion%20Figurine), [Eidolon Mount](https://aonprd.com/FeatDisplay.aspx?ItemName=Eidolon%20Mount), [Genie-Touched Mount](https://www.d20pfsrd.com/feats/general-feats/genie-touched-mount/), [Monstrous Companion](https://www.d20pfsrd.com/feats/general-feats/monstrous-companion/), [Monstrous Mount](https://www.d20pfsrd.com/feats/general-feats/monstrous-mount/),
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# 17. Ancestral Craft
This rule is a supplement to the Craft skill, allowing artisans and wealthy characters access to masterpiece tools, weapons, and armor, while still remaining non-magical.
## Ancestral Craft
While masterwork armor, weapons, and tools are available from any skilled craftsman, each race has extended their skills and style to an almost magical degree. Such items are referred to as **Ancestral Craft** items.
**Ancestral Craft** items are separated into three categories: armor, weapons, and tools. These crafts are keyed to a single race, such as Human or Tiefling. These items bestow the following benefits to a character that matches the item's keyed race.
* **Armor or Shield:** A character wearing an **Ancestral Craft** armor or shield keyed to her race further reduces the armor check penalty by 1.
* **Weapon:** A character wielding an **Ancestral Craft** weapon keyed to her race gains a +1 circumstance bonus on attack rolls with the weapon.
* **Tool or Instrument:** A character using an **Ancestral Craft** tool or instrument keyed to her race gains a +1 circumstance bonus on skill checks associated with the tool or instrument.
**Ancestral Craft** items are always of masterwork quality. An item must be declared an **Ancestral Craft** item at the time of its creation, and keyed to a single race; items cannot be upgraded to **Ancestral Craft** quality once finished. The Ancestral Craft component of an item has a Craft DC of 25.
An Ancestral Craft weapon price is 600 gp more than a standard weapon of its type. Ancestral Craft armor and shields are priced 300 gp more than standard armor and shields. An Ancestral Craft tool’s or instrument's price is triple the amount of its masterwork or kit counterpart. The cost to craft an Ancestral Craft item is one-third of the given amount, just as it is for the cost in raw materials.
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In addition, select **Ancestral Craft** items bestow some benefits that characters of any race can enjoy. These benefits are listed below:
### Darklandic
Darklandic Ancestral Craft looks to obscure itself from light, bearing dark hued colors such as black, purple, and deep blue. While these Ancestral Craft are often keyed to denizens of the Darklands (such as Drow, Duergar, Kobolds, Svirfneblin, and even Fetchlings), any wielder receives the following benefits.
Darklandic weapons grant the wielder a +1 bonus on attack rolls while in areas of **dim light** or **darkness**. A character can retrieve a darklandic [hidden weapon](https://www.d20pfsrd.com/skills/sleight-of-hand/) on the wielder's body as a move action ([1 act](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)).
Darklandic **thieves' tools** are astonishingly efficient. A character using these tools reduces the time required to open a lock or disable a trap by one step (see [Disable Device Unchained](https://www.d20pfsrd.com/skills/disable-device)).
### Dwarvencraft
Only items crafted primarily of metal or stone are available in dwarvencraft quality. Dwarvencraft items are stronger and harder than a comparable masterwork item. A dwarvencraft item’s **hardness** increases by 2. In addition, the item gains a +2 bonus on all saving throws. These effects stack with the similar bonuses for magic items if the dwarvencraft item is magical.
A character wearing dwarvencraft armor or wielding a dwarvencraft shield gains a +1 circumstance bonus to **CMD**. This bonus increases to +2 if a character is wielding both dwarvencraft armor and a dwarvencraft shield.
### Elvencraft
Elvencraft items are lighter and more flexible than typical masterwork counterparts and often tinged with gilded flair. All elvencraft items weigh only 3/4 as much as a normal item of that type. This weight reduction does not stack with special material qualities that reduce an item’s weight.
An elvencraft weapon gains a +1 bonus on attack rolls when **readying** an attack action with the weapon.
Elvencraft armor and shields grant the wielder a +1 circumstance bonus on **concentration** checks. This bonus increases to +2 if a character is wielding both elvencraft armor and an elvencraft shield.
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Elvencraft instruments are often nothing short of perfect. The bonuses and penalties from the wielder’s **bardic performance** continue for 1 round after the performance ceases. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If the wielder begins a new bardic performance during this time, the effects of the previous performance immediately cease.
### Gnomish Ingenuity
Gnomish Ancestral Crafts are often decorated with exotic colors, gears and cogs, or both. They often come in handy against larger opponents or in tight situations.
Gnomish weapons grant the wielder a +1 bonus on attack rolls against opponents that are at least **one** **size** **category** larger than the wielder.
Gnomish tools and instruments are more deployable, spring-loaded, or otherwise easier to handle. A character can retrieve a gnomish tool or instrument on her person as a **swift action** ([bonus act](https://www.gmbinder.com/share/-O2Q5fI46Xc6KKk_QRGq#p16)).
### Goblinoid Motley
Goblinoid Motley includes arsenal from goblins, hobgoblins, and bugbears. While not all goblinoids see eye-to-eye, their Ancestral Craft contains distinct overlapping features. Goblinoid Ancestral Craft is not easy on the eyes, often bearing a rusty or filthy look and additional, albeit nearly worthless, studs and curvature.
Goblinoid weapons grant its wielder a +1 bonus on attack rolls against opponents who are **flat-footed** or **denied their Dexterity bonus** against the wielder. Creatures struck by a goblinoid weapon suffer a -1 penalty on saving throws against diseases for 1 hour.
Goblinoid armor and shields grant the wielder a +1 circumstance bonus on **Stealth** checks within hills, mountains, plains, or underground terrain. This bonus increases to +2 if a character is wielding both goblinoid armor and a goblinoid shield.
### Heavenly
Heavenly Ancestral Craft are adorned pure colors such as white or silver, often bearing winged or cloudy details. While these Ancestral Craft are often keyed to celestial creatures (such as Aasimar and good outsiders), any wielder receives the following benefits.
Heavenly weapons grant the wielder a +1 bonus on attack rolls to deal nonlethal damage with the weapon.
Heavenly armor or shields grants the wielder a +1 bonus to AC while in areas of [bright light](https://www.d20pfsrd.com/gamemastering/vision-and-light/). This bonus increases to +2 if a character is wielding both heavenly armor and a heavenly shield.
A heavenly **healer's kit** allows the wielder to operate with rapid expertise. A character using this kit can [provide first aid](https://www.d20pfsrd.com/skills/heal/) and [treat poison](https://www.d20pfsrd.com/skills/heal/) as a move action ([1 act](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)).
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### Necril
Necril Ancestral Craft are made from charred bones, cracked and hardened into a protective shell, and can at times include treated and grafted flesh or adorned skulls. While these Ancestral Craft are keyed to undead and dhampir, any wielder receives the following benefits.
Necril weapons grant its wielder a +1 bonus to attack rolls at night.
Necril armor and shields grant the wielder a +1 circumstance bonus to saving throws against Channel Energy, including effects that rely on the use of channel energy (such as [Turn Undead](https://aonprd.com/FeatDisplay.aspx?ItemName=Turn%20Undead)). This bonus increases to +2 if a character is wielding both necril armor and a necril shield.
### Orcish
Orcish Ancestral Craft is always fierce in its composition. These items often bear jagged edges and a menacing appearance.
Only slashing or piercing weapons are available to be orcish quality. These weapons grant its wielder a +1 bonus on attack rolls as part of a **charge**.
Orcish armor and shields are always considered to be spiked, adding the weight of these spikes to the equipment. Orcish armor and shields grant the wielder a +1 circumstance bonus on **Intimidate** checks against adjacent opponents. This bonus increases to +2 if a character is wielding both orcish armor and an orcish shield.
Orcish [military saddles](https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Saddle%20(pack)) are tools that easily leverage brute force to directly control a beast of burden. The wielder can make **Ride** checks using the wielder's Strength modifier instead of Dexterity, in addition to the saddle's normal benefits.
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### Serpentine
Serpentine Ancestral Craft often comes with overlapping scales, resembling a snake's natural complexion. Their colors can vary widely from smooth green, jet-black, yellow, and pale blue. While these Ancestral Craft are often keyed to Nagaji, Serpentfolk, and Vishkanya, any wielder receives the following benefits.
A serpentine weapon grants the wielder a +1 bonus on attack rolls if the weapon is coated with **poison**.
While wielding a serpentine armor or shield, a character must fail 2 saving throws against a poison before leaving the Healthy state, or 3 saving throws if the character is wielding both serpentine armor and a serpentine shield. (See Pathfinder Unchained: [Diseases and Poisons](https://legacy.aonprd.com/unchained/gameplay/diseaseAndPoison.html)
(If not using the Unchained Disease and Poison rules, serpentine armor or shield reduces any ability score damage from poison by 1, or by 2 if wielding both an armor and shield.)
### Waterborne
Waterborne Ancestral Craft often bears curves with fin or wave-like features, colorful scales, shells, and even coral embellishments. While these Ancestral Craft are often keyed to Aquatic or Amphibious races (such as Merfolk, Adaro, Naiads, and Undine), any wielder receives the following benefits.
Waterborne weapons grant the wielder a +1 bonus on attack rolls when fully submerged [underwater](https://aonprd.com/Rules.aspx?ID=303).
Waterborne armor and shields allows a character to hustle underwater for 2 hours before suffering nonlethal damage, or 3 hours if a character is wielding both waterborne armor and a waterborne shield. (See [Overland Movement](https://www.d20pfsrd.com/gamemastering/exploration-movement/)).
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# 18. Staves Unchained
Staves have two distinct changes in functionality that increase their usefulness for nearly any magic-user. The required caster level to craft staves has been lowered, and a staff can be used to increase the power of the wielder’s magical abilities. A staff still has 10 charges when created, and can still be recharged with appropriate spells. The rules below are an excerpt from the Insidious List of Houserules:
## Craft Staff
[Craft Staff](https://www.d20pfsrd.com/feats/item-creation-feats/craft-staff-item-creation/) has its prerequisite reduced to Caster level 5th. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 5th. The most charges a single spell can drain from a staff is 5.
## Using a Staff during spellcasting
**Staves** act as mighty conduits of magical energies. Magic staves can be wielded in one hand or two hands and can be used to provide **somatic components** for casting spells, in addition to functioning as Spell-Trigger magic items. When wielding a **staff** that contains at least one spell that corresponds to the wielder’s spell list, the character can expend 2 charges from the staff as a **free action** whenever the character casts a spell (not utilizing the Spell-Trigger function). The character can choose to increase the **caster level** by 1 or increase the spell’s **DC** by 1. A character can expend no more than 2 charges from the **staff** on a given spell this way. A character cannot use **metamagic rods** in conjunction with a **staff**.
## Staves as Weapons
A **Staff** can be enhanced as a [Quarterstaff](https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/quarterstaff/) and retain its magical spell-trigger properties. A character who utilizes the Staff (whether casting his or her own spell or using the Staff as a Spell-Trigger) adds the Staff’s enhancement bonus to the caster level checks for overcoming Spell Resistance, caster level checks a spell requires, and attack rolls and combat maneuvers that a spell requires.
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# Arcanist, Sorcerer & Wizard Staves
### Staff of the Apprentice
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Identify* (1 charge)
* *Magic* *Missile* (1 charge)
* *Mage* *Armor* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *mage* *armor*, *magic* *missile*, *identify*; **Cost** 3,500 gp.
### Staff of Minor Abjuration
**Aura:** faint abjuration; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Alarm* (1 charge)
* *Stunning* *Barrier* (1 charge)
* *Communal* *Protection* *from* *Evil* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *alarm*, *stunning* *barrier*, *communal* *protection* *from* *evil*; **Cost** 4,500 gp.
### Staff of Minor Conjuration
**Aura:** faint conjuration; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Grease* (1 charge)
* *Obscuring* *Mist* (1 charge)
* *Create* *Pit* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *grease*, *obscuring* *mist*, *create* *pit*; **Cost** 4,500 gp.
### Staff of Minor Divination
**Aura:** faint divination; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Detect* *Secret* *Doors* (1 charge)
* *True* *Strike* (1 charge)
* *See* *Invisibility* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *detect* *secret* *doors*, *true* *strike*, *see* *invisibility*; **Cost** 4,500 gp.
### Staff of Minor Enchantment
**Aura:** faint enchantment; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Keep* *Watch* (1 charge)
* *Memory* *Lapse* (1 charge)
* *Arcane* *Disruption* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *keep* *watch*, *memory* *lapse*, *arcane* *disruption*; **Cost** 4,500 gp.
### Staff of Minor Evocation
**Aura:** faint evocation; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Flare* *Burst* (1 charge)
* *Snowball* (1 charge)
* *Fiery* *Runes* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *flare* *burst*, *snowball*, *fiery* *runes*; **Cost** 4,500 gp.
\pagebreakNum
### Staff of Minor Illusion
**Aura:** faint illusion; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Dazzling* *Blade* (1 charge)
* *Ventriloquism* (1 charge)
* *Disguise* *Other* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *dazzling* *blade*, *ventriloquism*, *disguise* *other*; **Cost** 4,500 gp.
### Staff of Minor Necromancy
**Aura:** faint necromancy; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Sculpt* *Corpse* (1 charge)
* *Touch* *of* *Blindness* (1 charge)
* *Spectral* *Hand* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** sculpt corpse, touch of blindness, spectral hand; **Cost** 4,500 gp.
### Staff of Minor Transmutation
**Aura:** faint transmutation; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Feather* *Fall* (1 charge)
* *Magic* *Weapon* (1 charge)
* *Darkvision* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *feather* *fall*, *magic* *weapon*, *darkvision*; **Cost** 4,500 gp.
\columnbreak
### Universalist Staff
**Aura:** moderate varies; **CL** 5th
**Slot:** none; **Price:** 16,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Arcane* *Sight* (2 charges)
* *Blink* (2 charges)
* *Daylight* (2 charges)
* *Dispel* *Magic* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *arcane* *sight*, *blink*, *daylight*, *dispel* *magic*; **Cost** 8,250 gp.
### Staff of the Eldritch Knight
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 25,900 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Shield* (1 charge)
* *Bull’s* *Strength* (1 charge)
* *Heroism* (2 charges)
* *Fire* *Shield* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *Shield*, *Bull’s* *Strength*, *Heroism*, *Fire* *Shield*; **Cost** 12,950 gp.
### Staff of Transformation
**Aura:** moderate transmutation; **CL** 9th
**Slot:** none; **Price:** 35,400 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Alter* *Self* (1 charge)
* *Monstrous* *Physique* I (2 charges)
* *Vermin* *Shape* (2 charges)
* *Elemental* *Body* *II* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *alter* *self*, *monstrous* *physique*, *vermin* *shape*, *elemental* *body* *II*; **Cost** 17,700 gp.
\pagebreakNum
### Staff of Time
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 34,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Skim* (1 charge)
* *Haste* (2 charges)
* *Slow* (2 charges)
* *Sands* *of* *Time* (2 charges)
* *Army* *Across* *Time* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *skim*, *haste*, *slow*, *sands of time*, *army across time*; **Cost** 17,250 gp.
### Staff of Telekinesis
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 37,200 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Pilfering* *Hand* (1 charge)
* *Telekinetic* *Volley* (1 charge)
* *Telekinetic* *Charge* (2 charges)
* *Telekinesis* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *telekinesis*, *telekinetic* *charge*, *telekinetic* *volley*, *pilfering* *hand*; **Cost** 18,600 gp.
### Staff of the Psychic Agent
**Aura:** moderate divination; **CL** 11th
**Slot:** none; **Price:** 51,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Detect* *Thoughts* (1 charge)
* *Arcane* *Eye* (2 charges)
* *Telepathic* *Bond* (2 charges)
* *Battlemind* *Link* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *detect* *thoughts*, *arcane* *eye*, *telepathic* *bond*, *battlemind* *link*; **Cost** 25,850 gp.
\columnbreak
### Staff of the Archmage
**Aura:** strong varies; **CL** 15th
**Slot:** none; **Price:** 131,750 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Teleport* (1 charge)
* *Globe* *of* *Invulnerability* (2 charges)
* *Mage’s* *Sword* (2 charges)
* *Moment* *of* *Prescience* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *teleport*, *globe of invulnerability*, *mage’s sword*, *moment of prescience*; **Cost** 68,000 gp.
\pagebreakNum
# Cleric & Oracle Staves
### Staff of the Acolyte
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Bless* (1 charge)
* *Cure* *Light* *Wounds* (1 charge)
* *Shield* *of* *Faith* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *bless*, *cure light wounds*, *shield of faith*; **Cost** 3,500 gp.
### Caretaker's Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Magic* *Stone* (1 charge)
* *Sanctify* *Corpse* (1 charge)
* *Hide* *from* *Undead* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *magic* *stone*, *sanctify* *corpse*, *hide* *from* *undead*; **Cost** 3,500 gp.
### Celestial Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 11,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Protection* *From* *Evil* (1 charge
* *Light* *Prison* (2 charges)
* *Archon’s Aura* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *protection* *from evil, light prison, archon’s aura*; **Cost** 5,500 gp.
\columnbreak
### Seer's Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 11,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Lucky* *Number* (1 charge)
* *Cleromancy* (2 charges)
* *Locate* *Object* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *lucky* *number*, *cleromancy*, *locate* *object*; **Cost** 5,500 gp.
### Gravecrawler Staff
**Aura:** faint necromancy; **CL** 5th
**Slot:** none; **Price:** 13,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Desecrate* (1 charge)
* *Sentry* *Skull* (1 charge)
* *Animate* *Dead* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *desecrate*, *sentry* *skull*, *animate* *dead*; **Cost** 6,500 gp.
### Staff of Light and Hope
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 25,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Fear* *the* *Sun* (2 charges)
* *Revealing* *Light* (2 charges)
* *Searing* *Light* (2 charges)
* *Blade* *of* *Light* (2 charges)
* *Burst* *With* *Light* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *fear the sun, revealing light, searing light, blade of light, burst with light*; **Cost** 12,850 gp.
\pagebreakNum
### Staff of Recovery
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 25,900 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Remove* *Sickness* (1 charge)
* *Remove* *Paralysis* (1 charge)
* *Remove* *Curse* (2 charges)
* *Neutralize* *Poison* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *remove sickness, remove paralysis, remove curse, neutralize poison*; **Cost** 12,950 gp.
### Staff of the Night
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 27,300 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Darkness* (1 charge)
* *Blessing* *of* *the* *Mole* (2 charges)
* *Vampiric* *Hunger* (2 charges)
* *Shadow* *Barbs* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *darkness, blessing of the mole, vampiric hunger, shadow barbs*; **Cost** 13,650 gp.
### Crusader's Staff
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 33,600 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Detect* *Demon* (1 charge)
* *Align* *Weapon* (2 charges)
* *Spear* *of* *Purity* (2 charges)
* *Crusader’s* *Edge* (2 charges)
* *Smite* *Abomination* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *detect demon, align weapon, spear of purity, crusader’s edge, smite abomination*; **Cost** 16,800 gp.
\columnbreak
### Battle Priest Staff
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 34,100 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Shield* *of* *Faith* (1 charge)
* *Prayer* (2 charges)
* *Divine* *Power* (2 charges)
* *Greater* *Shield* *of* *Fortification* (2 charges)
* *Mighty* *Strength* (2 charges)
* *Greater* *Magic* *Weapon* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *shield of faith, prayer, divine power, greater shield of fortification, mighty strength, greater magic weapon*; **Cost** 17,050 gp.
### Staff of Barriers
**Aura:** moderate varies; **CL** 11th
**Slot:** none; **Price:** 47,300 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Wind* *Wall* (1 charge)
* *Wall* *of* *Stone* (2 charges)
* *Blade* *Barrier* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *wind wall, wall of stone, blade barrier*; **Cost** 23,650 gp.
### Healer's Crook
**Aura:** moderate conjuration; **CL** 11th
**Slot:** none; **Price:** 57,200 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Sacred* *Bond* (1 charges)
* *Symbol* *of* *Healing* (1 charge)
* *Purify* *Body* (2 charges)
* *Heal* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *sacred bond, symbol of healing, purify body, heal*; **Cost** 28,600 gp.
\pagebreakNum
### Archbishop's Staff
**Aura:** strong varies; **CL** 15th
**Slot:** none; **Price:** 127,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Scrying* (1 charge)
* *Greater Dispel Magic* (2 charges)
* *Dictum* (2 charges)
* *Greater Spell Immunity* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *scrying, greater dispel magic, dictum, greater spell immunity*; **Cost** 63,750 gp.
\pagebreakNum
# Druid Staves
### Traveler's Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Pass Without Trace* (1 charge)
* *Starsight* (1 charge)
* *Longstrider* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *pass without trace, starsight, longstrider*; **Cost** 3,500 gp.
### Staff of Animal Friendship
**Aura:** faint enchantment; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Calm* *Animal* (1 charge)
* *Charm* *Animal* (1 charge)
* *Call* *Animal* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *calm animal, charm animal, call animal*; **Cost** 3,500 gp.
### Staff of Minor Elements
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Hydraulic* *Push* (2 charges)
* *Mudball* (2 charges)
* *Produce* *Flame* (2 charges)
* *Aggressive* *Thundercloud* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *hydraulic push, mudball, produce flame, aggressive thundercloud*; **Cost** 3,750 gp.
\columnbreak
### Feywild Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 9,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* Entangle (1 charge)
* Faerie Fire (1 charge)
* Forest Friend (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *entangle, faerie fire, forest friend*; **Cost** 4,500 gp.
### Staff of Companions
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 18,200 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Shield* *Companion* (1 charge)
* *Carry* *Companion* (2 charges)
* *Bloody* *Claws* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *shield companion, carry companion, bloody claws*; **Cost** 9,100 gp.
### Staff of the Wind
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 25,900 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Alter* *Winds* (1 charge)
* *Gusting* *Sphere* (1 charge)
* *Reinvigorating* *Wind* (2 charges)
* *Blast* *of* *Wind* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *alter winds, gusting sphere, reinvigorating wind, blast of wind*; **Cost** 12,950 gp.
\pagebreakNum
### Staff of Nature's Armaments
**Aura:** faint varies; **CL** 7th
**Slot:** none; **Price:** 25,900 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Flame Blade* (2 charges)
* *Barkskin* (2 charges)
* *Greater Magic Fang* (2 charges)
* *Thorn Body* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *flame blade, barkskin, greater magic fang, thorn body*; **Cost** 12,950 gp.
### Blighter's Staff
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 35,400 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Defoliate* (1 charge)
* *Diminish* *Plants* (2 charges)
* *Blight* (2 charges)
* *Greater* *Contagion* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *defoliate, diminish plants, blight, greater contagion*; **Cost** 17,700 gp.
### Staff of Earth
**Aura:** moderate transmutation; **CL** 11th
**Slot:** none; **Price:** 41,800 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Hairline Fractures* (1 charge)
* *Earth Tremor* (2 charges)
* *Earth Glide* (2 charges)
* *Mass Binding Earth* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *hairline fractures, earth tremor, earth glide, mass binding earth*; **Cost** 20,900 gp.
\columnbreak
### Staff of Sun's Fury
**Aura:** moderate transmutation; **CL** 13th
**Slot:** none; **Price:** 55,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Flame Strike* (2 charges)
* *Brightest Light* (2 charges)
* *Fear the Sun* (2 charges)
* *Sunbeam* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *flame strike, brightest light, fear the sun, sunbeam*; **Cost** 27,750 gp.
### Staff of Trees and Roots
**Aura:** moderate transmutation; **CL** 11th
**Slot:** none; **Price:** 56,100 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Tree* *Shape* (1 charge)
* *Thorny* *Entanglement* (1 charge)
* *Sturdy* *Tree* *Fort* (2 charges)
* *Liveoak* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *tree shape, thorny entanglement, sturdy tree fort, liveoak*; **Cost** 28,050 gp.
### Staff of Nature's Wrath
**Aura:** strong varies; **CL** 15th
**Slot:** none; **Price:** 129,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Tidal Surge* (1 charge)
* *Fire Seeds* (1 charge)
* *Seismic Fissure* (2 charges)
* *Stormbolts* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *tidal surge, fire seeds, seismic fissure, stormbolts*; **Cost** 64,750 gp.
\pagebreakNum
# Witch Staves
### Crone's Crozier
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 19,400 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Blindness/Deafness* (1 charge)
* *Screech* (2 charges)
* *Crushing* *Despair* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *blindness/deafness, screech, crushing despair*; **Cost** 9,700 gp.
### Winged Staff
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 24,600 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Commune* *With* *Birds* (1 charge)
* *Raven’s Flight*(2 charges)
* *Overland Flight* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *commune with birds, raven’s flight, overland flight*; **Cost** 12,300 gp.
### Staff of Fate Altering
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 25,900 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Hermean* *Potential* (1 charge)
* *Ill* *Omen* (1 charge)
* *Embrace* *Destiny* (2 charges)
* *Inflict* *Pain* (2 charges)
* *Bit of Luck* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *hermean potential, ill omen, embrace destiny, inflict pain, bit of luck*; **Cost** 12,950 gp.
\columnbreak
### Warlock's Crutch
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 29,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Hex* *Vulnerability* (1 charge)
* *Barrow* *Haze* (2 charges)
* *Imbue* *Hex* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *hex vulnerability, barrow haze, imbue hex*; **Cost** 14,850 gp.
### Staff of Eyes
**Aura:** moderate varies; **CL** 11th
**Slot:** none; **Price:** 40,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Countless* *Eyes* (2 charges)
* *Prying* *Eyes* (2 charges)
* *Eyebite* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *countless eyes, prying eyes, eyebite*; **Cost** 20,350 gp.
\pagebreakNum
# Shaman Staves
### Shamanic Apprentice Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 7,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Comprehend* *Languages* (1 charge)
* *Mindlink* (1 charge)
* *Bless* (2 charges)
* *Haze* *of* *Dreams* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *comprehend languages, mindlink, bless, haze of dreams*; **Cost** 3,750 gp.
### Medicine Man's Staff
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 13,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Antitoxin* *Touch* (1 charge)
* *Cure* *Light* *Wounds* (1 charge)
* *Healing* *Token* (2 charges)
* *Lesser* *Restoration* (2 charges)
* *Remove* *Paralysis* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *antitoxin touch, cure light wounds, healing token, lesser restoration, remove paralysis*; **Cost** 6,500 gp.
\columnbreak
### Staff of Spirits
**Aura:** faint varies; **CL** 5th
**Slot:** none; **Price:** 14,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Sense* *Spirit* *Magic* (1 charge)
* *Calm* *Spirit* (2 charges)
* *Spiritual* *Weapon* (2 charges)
* *Augury* (3 charges)
* *Speak* *With* *Dead* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *sense spirit magic, calm spirit, spiritual weapon, augury, speak with dead*; **Cost** 7,250 gp.
### Warlock's Crutch
**Aura:** moderate varies; **CL** 9th
**Slot:** none; **Price:** 29,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Hex* *Vulnerability* (1 charge)
* *Barrow* *Haze* (2 charges)
* *Imbue* *Hex* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *hex vulnerability, barrow haze, imbue hex*; **Cost** 14,850 gp.
\pagebreakNum
# Bard & Skald Staves
### Staff of Minor Mischief
**Aura:** faint enchantment; **CL** 5th
**Slot:** none; **Price:** 7,000 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Deja* *Vu* (1 charge)
* *Lesser* *Confusion* (1 charge)
* *Hideous* *Laughter* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *deja vu, lesser confusion, hideous laughter*; **Cost** 3,500 gp.
### Cipher's Staff
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 15,400 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Reveal* *Secrets* (1 charge)
* *Codespeak* (2 charges)
* *Fleeting* *Memory* (2 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *reveal secrets, codespeak, fleeting memory*; **Cost** 7,700 gp.
### Staff of Music and Tempo
**Aura:** moderate varies; **CL** 7th
**Slot:** none; **Price:** 17,500 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Saving* *Finale* (1 charge)
* *Allegro* (2 charges)
* *Exquisite* *Accompaniment* (2 charges)
* *Purging* *Finale* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *saving finale, allegro, exquisite accompaniment, purging finale*; **Cost** 8,750 gp.
\columnbreak
### Staff of Skaldic Victory
**Aura:** moderate varies; **CL** 10th
**Slot:** none; **Price:** 27,700 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Heroism* (1 charge)
* *Haste* (2 charges)
* *Heroic* *Finale* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *heroism, haste, heroic finale*; **Cost** 13,850 gp. gp.
### Crook of Clamor
**Aura:** strong evocation; **CL** 13th
**Slot:** none; **Price:** 43,300 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Sound* *Burst* (1 charge)
* *Shout* (2 charges)
* *Archon’s Trumpet* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *sound burst, shout, archon’s trumpet*; **Cost** 21,650 gp.
### Staff of Myth and Legend
**Aura:** moderate varies; **CL** 10th
**Slot:** none; **Price:** 53,800 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Lay of the Land* (2 charges)
* *Page-Bound Epiphany* (2 charges)
* *Whispering* *Wind* (2 charges)
* *Legend* *Lore* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *lay of the land, page-bound epiphany, whispering wind, legend lore*; **Cost** 26,900 gp.
\pagebreakNum
### Staff of Fey's Mischief
**Aura:** strong varies; **CL** 16th
**Slot:** none; **Price:** 75,200 gp; **Weight:** 5 lbs.
#### Description
This staff allows the use of the following spells:
* *Lay of the Land* (2 charges)
* *Page-Bound Epiphany* (2 charges)
* *Whispering* *Wind* (2 charges)
* *Legend* *Lore* (3 charges)
#### Construction Requirements:
Craft Staff; **Spells:** *lay of the land, page-bound epiphany, whispering wind, legend lore*; **Cost** 26,900 gp.
\pagebreakNum
\pagebreakNum
# 19. Skeleton Mage Template
Skeleton Mages are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, skeleton mages possess an evil cunning imparted to them by their animating force - a cunning that allows them to wield minor magics.
## *Create Undead*
Skeleton Mage is a new optional addition available to the [*create* *undead*](https://www.d20pfsrd.com/magic/all-spells/c/create-undead/) spell. Note that a character cannot create a Skeleton Mage with more Hit Dice than the character’s caster level.
#####
| Caster Level | Undead Created1 | Additional Requirements2 |
|:---:|:---:|:---:|
| 11th (or lower) | Skeleton Mage| [*burning hands*](https://aonprd.com/SpellDisplay.aspx?ItemName=Burning%20Hands), [*shocking grasp*](https://aonprd.com/SpellDisplay.aspx?ItemName=Shocking%20Grasp), [*icicle dagger*](https://aonprd.com/SpellDisplay.aspx?ItemName=Icicle%20Dagger), or [*acid arrow*](https://aonprd.com/SpellDisplay.aspx?ItemName=Acid%20Arrow) |
1. You must have a caster level equal to the HD of the undead to be created
2. see **Special** **Attacks**
## Creating a
## Skeleton Mage
“Skeleton Mage” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
### Challenge Rating
A Skeleton Mage’s CR is +1 higher than a normal Skeleton with the same HD.
### Alignment
Any **Evil**
### Type
The creature’s type changes to [undead](https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead). It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
\columnbreak
### Armor Class
Natural Armor as per Skeleton. A Skeleton Mage loses proficiency with all types of armor and shields.
#####
| Skeleton Size | Natural Armor Bonus |
|:---:|:---:|
| Tiny or smaller | +0 |
| Small | +1 |
| Medium or Large | +2|
| Huge | +3 |
| Gargantuan | +6 |
| Colossal | +10 |
### Hit Dice
A Skeleton Mage drops any HD gained from class levels and changes racial HD to d8s. A Skeleton Mage has a number of HD equal to the amount of onyx gems used as material components for [*create* *undead*](https://www.d20pfsrd.com/magic/all-spells/c/create-undead/). A Skeleton Mage cannot have more than 20 Hit Dice. A Skeleton Mage uses its **Charisma** modifier (instead of its Constitution modifier) to determine bonus hit points.
### Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
### Defensive Abilities
A Skeleton Mage loses the base creature’s defensive abilities and gains DR 5/bludgeoning, immunity to cold, and immunity to damage that corresponds with its Special Attack. It also gains all of the standard immunities and traits possessed by undead creatures.
### Speed
A winged Skeleton Mage can’t use its wings to fly. If the base creature flew magically, so can the Skeleton Mage. All other movement types are retained.
\pagebreakNum
### Attacks
As a standard [skeleton](https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton). A Skeleton Mage loses proficiency with all weapons.
### Special Attacks
A Skeleton Mage retains none of the base creature’s special attacks. A Skeleton Mage gains the ability to use [Fire Bolt](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/fire-domain/), [Lightning Arc](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/air-domain/), [Icicle](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/air-domain/), or [Acid Dart](https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/earth-domain/) at will (chosen upon creation per Additional Requirements). A Skeleton Mage uses its Hit Dice as its Cleric level.
### Abilities
A Skeleton Mage’s Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.
### BAB
A Skeleton Mage’s base attack bonus is equal to 3/4 of its Hit Dice
### Skills
A Skeleton Mage loses all skill ranks possessed by the base creature and gains none of its own.
### Feats
A Skeleton Mage loses all feats possessed by the base creature and gains [Precise Shot](https://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat/) as a bonus feat.
### Special Qualities
A Skeleton Mage loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
### Environment
Any, usually the same as base creature.
### Organization
Any
### Treasure
Generally none
\pagebreakNum
\pagebreakNum
\pagebreakNum
# Class Features
## Arcanist Exploit
### Trap Exploitation (Su)
The arcanist uses her own **Intelligence** score and relevant feats to set the DC for saves against spells cast from a **magic device trap** or **spell turret** she creates. In addition, she can spend 1 point from her **arcane reservoir** as a **full-round action** ([3 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) to telekinetically mount or dismount a **spell turret** to any location (floor, wall, or ceiling) within 15 feet.
## Bard Masterpiece
### Prismatic Crescendo
*Local tales speak of Myrielle of the Sevenfold Veil, who wandered too close to the Glassfields where wild magic had fused light and stone into permanent multihued fractures. There, amid the chromatic silence, she composed a song to mimic the light’s deadly rhythm. The result was Prismatic Crescendo, a masterpiece that phonetically dances between elemental forces with the same volatile brilliance as the Mana Wastes themselves.*
**Prerequisite:** Perform (percussion) 3 ranks or Perform (sing) 3 ranks
**Cost:** Feat or 1st-level spell known.
**Effect:** During this performance, one ally of your choice deals an extra 1d6 points of elemental damage with successful weapon attacks. When you activate this performance and choose to maintain this performance, roll 1d4 to determine the energy type of this bonus damage for the round. You can expend 1 round of bardic performance for each aditional ally whom you want to gain this effect.
**Use:** 1 bardic performance round per round, +1 round per ally affected.
**Action:** 1 standard action (2 acts).
**Special:** For every point of morale bonus that your *inspire courage* or *inspired rage* ability would add to Will saving throws, the ally deals an extra 1d6 points of damage with successful weapon attacks.
#####
| d4 roll | Color | Damage Type |
|:---:|:---:|:---:|:---:|:---:|
| **1** |**Red**|**Fire**|
| **2** |**Orange**|**Acid**|
| **3** |**Yellow**|**Electricity**|
| **4** |**Blue**|**Cold**|
\columnbreak
## Inquisition
### Skullduggery Inquisition
**Deity**: portfolio is any of Hunting, Magic, Murder, Poison, Secrets, Tactics, or Trickery.
**Granted Powers:** *Trap Setting (Ex):* You add 1/2 your class level on Craft (traps) checks (minimum +1). You gain Disable Device as a class skill, and can use Disable Device to disarm **magic device traps**. In addition, you use your **Wisdom** modifier when making Craft (traps) checks instead of your Intelligence modifier. Any mechanical melee or ranged attack trap you create adds your Wisdom modifier to the trap’s damage roll instead of your Intelligence modifier.
*Portable Trap (Ex or Su):* At 4th level, you gain the Portable Trap ability. You can carry one portable trap at level 4, and one more at 10th and 16th level.
## Rage Power
### Trap Smasher (Ex)
The barbarian can use Survival instead of Perception to locate traps. In addition, the barbarian can attempt to disarm a trap with a melee weapon. By spending 1 round of **rage** as a **full-round action** ([3 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)), the barbarian can make a sunder combat maneuver against the trap’s trigger or location, using the trap’s Disable Device DC as its CMD. Success disables the trap, while failing this maneuver activates the trap. The barbarian can only attempt this on **mechanical traps**, unless the barbarian possesses the [Spell Sunder](https://aonprd.com/BarbarianRagePowers.aspx?Type=Offensive) rage power. At the GM’s discretion, some traps may not be susceptible to this ability.
## Social Talent (Vigilante)
### Trap Setting (Ex)
The vigilante adds 1/2 his level on Craft (traps) checks (minimum +1). The vigilante can use Disable Device to disarm **magic device traps**.
## Vigilante Talent
### Portable Trap (Ex or Su)
The vigilante gains the **portable trap** ability. The vigilante can carry a single **portable trap**, and one more at 10th and 16th level. A **portable trap** weighs a minimum of 1 pound per **Severity Level**.
\pagebreakNum
# Traits
### Been Around the Block (Regional)
*You're no stranger when it comes to looking out for yourself, expecting danger around nearly every corner. Especially when it comes to spelunking in caverns and dungeons.*
**Benefit:** You gain a +1 trait bonus on Knowledge (dungeoneering), and that skill is always a class skill for you. In addition, you can use Knowledge (dungeoneering) in place of Disable Device to disarm traps, and can disarm **magic device traps**. You still require thieves' tools to do so.
### Clever Trapper (Regional)
*You’re more keen on predicting where someone places their feet, based on common sense.*
**Benefit:** You gain a +1 trait bonus on Craft (traps) checks. Any **mechanical attack trap** you create adds your **Wisdom** modifier to the trap’s damage roll instead of your Intelligence modifier.
### Master Craftsman (Social)
*Your superior crafting skills allow you to create simple magic items.*
**Benefit:** Choose one Craft or Profession skill. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the **Craft Magic Arms and Armor** and **Craft Wondrous Item** feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. You cannot use this trait to create any spell-trigger or spell-activation item.
### Reverent Obedience (Religion)
*Through unwavering devotion and sacred ritual, you draw strength and blessings from your chosen deity by honoring their will.*
**Benefit:** Choose a [deity](https://aonprd.com/DeitiesByGroup.aspx); each day, you may perform the rites of obedience of the deity and gain the benefit as indicated in the Obedience entry. All obediences take no more than 1 hour per day to perform, but if you ever fail to perform a daily obedience, you lose the benefits granted by this trait until you next perform the obedience.
\pagebreakNum
# Feats
### Brutal Throw (Combat)
*You have learned how to hurl weapons to deadly effect.*
**Benefit:** You may use your Strength modifier instead of your Dexterity modifier on ranged attack rolls with thrown weapons. You may also use **Power Attack** with thrown weapons.
### Chord of Distraction
*You can channel the power of your music to make a sudden sound or gesture that momentarily distracts an opponent.*
**Prerequisite:** Perform (any) 5 ranks, Bardic Performance or Raging Song class feature.
**Benefit:** As an **immediate action** ([reaction](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)), you can expend two rounds uses of your bardic performance or raging song ability to distract an opponent. The target must be within 30 feet of you and able to hear or see you. That opponent is rendered **flat-footed** against an ally of your choice. The effect lasts until that opponent is attacked or until the start of your next turn, whichever comes first.
### Compact Trap
*Thanks to your ingenuity, you can create a portable contraption to cause havoc for your opponents later.*
**Prerequisites:** Craft (traps) 3 ranks
**Benefit:** You gain the **portable trap** ability (see *Traps Unchained*). You can carry a single **portable trap** with you. If you already have or later gain the **portable trap** class feature, you can instead carry an additional **portable trap**.
### Craft Devious Trap
*Your knack for plotting ahead of time advances, allowing you to create potent mechanical and magical traps your foes may only witness once.*
**Prerequisite:** Craft (traps) 3 ranks
**Benefit:** You are able to craft **devious traps** and **spell turrets**, which can be more powerful and advanced than typical mechanical and magic device traps.
### Deft Maneuvers (Combat)
*You excel at getting the upper hand on your opponents.*
**Benefit:** You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, or steal [combat maneuver](https://www.d20pfsrd.com/Gamemastering/Combat/#Disarm). You receive a +2 bonus on checks with these combat maneuvers. In addition, the feint action no longer has the attack subtype.
**Special:** This feat is substituted for prerequisites for [Greater Combat Maneuver](https://www.d20pfsrd.com/feats/combat-feats/greater-disarm-combat/) feats.
### Double Wand Wielder (Combat)
*You can activate two wands at the same time.*
**Prerequisite:** Craft Wand, Two-Weapon Fighting.
**Benefit:** As a **full-round action** ([3 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)), you can activate two wands, with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.
In addition, if you have the Quick Draw feat, you can draw a wand as a **free action**.
### Elder Giant Magic
*You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells.*
**Prerequisite:** Spellcraft 7 ranks, Knowledge (history) 7 ranks
**Benefit** When casting a spell or spell-like ability with a casting time of 1 full-round (3 acts) or less, you can choose to extend its casting time by up to 3 additional rounds (9 acts). For each full-round (3 acts) you spend beyond the original casting time, your effective caster level for that spell increases by +1. Using this feat adds somatic components to the spell, and you must have two free hands to use this feat.
### Extra Artifice
*You can use your artifice ability more often.*
**Prerequisite:** Artifice class feature
**Benefit** You gain 2 extra artifice points at the start of each day, and your maximum artifice pool increases by 2.
**Special:** You can take this feat multiple times.
### Extra Bloodline Power
*You can use your sorcerous power more often.*
**Prerequisite:** Minor Bloodline Power class feature
**Benefit** You can use your Minor Bloodline Power two additional times per day.
**Special:** You can take this feat multiple times. Its effects stack.
### Extra Cruel Intention
*You can inflict another condition with you Cruel Intention.*
**Prerequisite(s):** Cruel Intention class feature.
**Benefit:** You gain one additional Cruel Intention condition. You must meet the prerequisites for this Cruel Intention.
**Special:** You can take this feat multiple times. Each time you do, you gain another Cruel Intention.
\pagebreakNum
### Extra Disciple Deed
*Through sheer grit, you have learned how to perform a special talent.*
**Prerequisite(s):** Disciple Deed class feature.
**Benefit:** You gain one additional Disciple Deed. You must meet the prerequisites for this Disciple Deed.
**Special:** You can take this feat multiple times. Each time you do, you gain another Disciple Deed.
### Extra Faith Testament
*You have been bestowed more wisdom.*
**Prerequisite:** Faith Testament class feature
**Benefit** You gain one additional Faith Testament. You must meet the prerequisites for this Faith Testament.
**Special:** You can take this feat multiple times. Each time you do, you gain another Faith Testament.
### Extra Fighting Edge
*You have unlocked a new technique.*
**Prerequisite:** Fighting Edge class feature
**Benefit** You gain one additional Fighting Edge. You must meet the prerequisites for this Fighting Edge.
**Special:** You can take this feat multiple times. Each time you do, you gain another Fighting Edge.
### Extra Innovation
*You have made a new engineering breakthrough.*
**Prerequisite:** Innovation class feature
**Benefit** You gain one additional Innovation. You must meet the prerequisites for this Innovation.
**Special:** You can take this feat multiple times. Each time you do, you gain another Innovation.
### Extra Lineage Power
*A new power courses within your bloodline.*
**Prerequisite:** Lineage Power class feature
**Benefit** You gain one additional Lineage Power. You must meet the prerequisites for this Lineage Power.
**Special:** You can take this feat multiple times. Each time you do, you gain another Lineage Power.
### Extra Ranger Merit
*Through long practice, you have learned how to perform a special talent*
**Prerequisite(s):** Ranger Merit class feature.
**Benefit:** You gain one additional Ranger Merit. You must meet the prerequisites for this Ranger Merit.
**Special:** You can take this feat multiple times. Each time you do, you gain another Ranger Merit.
\columnbreak
### Extra Spellbound Breakthrough
*You have learned new interpretations of magic.*
**Prerequisite:** Spellbound Breakthrough class feature
**Benefit** You gain one additional Spellbound Breakthrough. You must meet the prerequisites for this Spellbound Breakthrough.
**Special:** You can take this feat multiple times. Each time you do, you gain another Spellbound Breakthrough.
### Extra Upgrade
*Your gearworks companion has more upgrades.*
**Prerequisite:** Gearworks Companion Class Feature
**Benefit** Your gearworks’s upgrade pool increases by 1
**Special:** This feat can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.
### Imbued Summoning
*You can summon creatures that come into existence with the benefit of a spell.*
**Prerequisite:** Augment Summoning, Spell Focus (conjuration).
**Benefit:** When you cast a spell from the summoning subschool, you can choose to grant a summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast the summoning spell. The creature gains the benefit of the spell when it appears.
### Magic Trap Override
*Your handiness with magic items lends insight into fooling and disrupting magical traps.*
**Prerequisites:** Knowledge (arcana) 1 rank, Use Magic Device 1 rank
**Benefit:** You are able to disarm **magic device traps**, and can utilize Use Magic Device rather than Disable Device when doing so. After locating a **magic device trap** or **spell turret**, you are able to determine if the trap triggers for specific races or alignments, and can bypass the trap by emulating the required race or alignment. Lastly you can reprogram a **spell turret** or mount/dismount one as a **full-round action** ([3 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) by [activating it blindly](https://www.d20pfsrd.com/skills/use-magic-device/#Read_SpellActivate_Magic_Item).
\pagebreakNum
### Metamagic Song
*You can channel the power of your performance into your magic, allowing you can pay the cost of metamagic feats by spending uses of your performance ability.*
**Prerequisite:** Any two metamagic feats, Bardic Performance or Raging Song class feature.
**Benefit:** When you spontaneously cast an arcane spell that is enhanced by a metamagic feat, you can expend a number of rounds of your bardic performance or raging song ability equal to the number of extra levels that the metamagic feat imposes on the spell rather than raising the spell's effective level. You cannot use the Metamagic Song feat to add metamagic feats that would make the spell's effective level higher than the highest level of spell that you can cast normally.
### Metamagic Spell Trigger
*You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.*
**Prerequisite:** Use Magic Device 11 ranks, any metamagic feat.
**Benefit:** You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a **wand** or **staff**) that you activate. You expend one extra charge for each spell level increase normally required by the metamagic feat. You cannot increase the spell’s level above 9th with the metamagic applied. If there are insufficient charges to power the activation with the metamagic feat, the attempt fails and no charges are expended, however the action is still wasted.
### Powerful Maneuvers (Combat)
*You excel at overpowering your opponents.*
**Benefit:** You do not provoke an attack of opportunity when performing a bull rush, drag, grapple, overrun, reposition, or sunder [combat maneuver](https://www.d20pfsrd.com/Gamemastering/Combat/#Bull_Rush). In addition, you receive a +2 bonus on checks with these combat maneuvers.
**Special:** This feat is substituted for prerequisites for [Greater Combat Maneuver](https://www.d20pfsrd.com/feats/combat-feats/greater-bull-rush-combat/) feats.
### Raging Persistence
*In combat, you shrug off attacks and continue fighting even in the face of horrific injuries and effects.*
**Prerequisite:** Rage, Bloodrage, or Raging Song class feature.
**Benefit:** As an **immediate action** ([reaction](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)), you can choose to delay the effect of a single attack, spell, or ability used against you. The delayed attack or effect does not take place until the end of your next turn. You can only use this ability while under the effect of your rage, bloodrage, or raging song. If your rage, bloodrage, or raging song ends prematurely, the delayed attack or effect takes place immediately.
\columnbreak
### Wand Mastery
*Wands are far more potent in your hands.*
**Prerequisite:** Craft Wand, caster level 9th.
**Benefit:** When you use a wand, the DC of saving throws against the wand's effect is increased by 2 and the wand's effective caster level is increased by 2.
\pagebreakNum
# Metamagic Feats
### Chain Spell (Metamagic)
*You can cast spells that arc to other targets.*
**Benefit:** This feat only affects spells that specifies a single target and has a range greater than touch. A chain spell affects a primary target normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and no target can be struck more than once. For spells that require a saving throw, the save DCs against secondary targets are reduced by 2. If the spell deals damage, the secondary targets each take as much damage as the primary target.
A chain spell uses up a spell slot three levels higher than the spell's actual level.
### Coercive Spell (Metamagic)
*Living foes damaged by your spell become more pliable and vulnerable.*
**Benefit:** You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell takes a —2 penalty on Will saves a number of rounds equal to the original level of the spell. Penalties from multiple coercive spells do not stack.
A coercive spell uses up a spell slot one level higher than the spell's actual level.
### Continual Spell (Metamagic)
*You can make a spell last all day.*
**Prerequisite:** Extend Spell
**Benefit:** A continual spell lasts 24 hours (or until you next prepare or ready your spells). Only spells with a fixed or personal range and duration longer than instantaneous can be cast as a continual spell.
A continual spell uses up a spell slot four levels higher than the spell’s actual level.
### Energy Admixture (Metamagic)
*You can modify a spell that uses one type of energy to add an equal amount of another energy type.*
**Prerequisite:** Elemental Spell.
**Benefit:** This feat only affects spells with an energy descriptor. You can modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy damage to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt. The spell's descriptor changes to include both energy types.
An energy admixture spell uses up a spell slot four levels higher than the spell's actual level.
### Explosive Spell (Metamagic)
*You can cast spells that blast creatures off their feet.*
**Benefit:** This feat only affects spells that allow Reflex saves and affect an area (a cone, cylinder, line, spread, or burst).
On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved and is knocked prone. If the creature is stopped by an onbstacle, it takes 1d6 points of damage from striking the barrier. This movement does not provoke attacks of opportunity.
An explosive spell uses up a spell slot two levels higher than the spell's actual level.
### Fell Animate (Metamagic)
*Living foes slain by your spell may rise as zombies.*
**Prerequisite:** Ability to cast *animate dead.*
**Benefit:** You can alter a spell so that any living creature slain by it rises as a skeleton or zombie under your control. You can't create more Hit Dice of undead than twice your caster level. (See *[animate dead](https://aonprd.com/SpellDisplay.aspx?ItemName=animate%20dead)*)
A fell animate spell uses up a spell slot three levels higher than the spell's actual level.
### Fell Drain (Metamagic)
*Living foes damaged by your spell also gain a negative level.*
**Prerequisite:** Ability to cast *enervation* or Channel Negative Energy class feature.
**Benefit:** When a creature takes damage from a fell drain spell, it gains a [negative level](https://aonprd.com/Rules.aspx?ID=427) for a number of minutes equal to the original level of the spell.
A fell drain spell uses up a spell slot two levels higher than the spell’s actual level.
### Piercing Cold (Metamagic)
*Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.*
**Prerequisite:** [Elemental Focus](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Elemental%20Focus) (cold).
**Benefit:** This feat can be applied only to spells with the cold descriptor. A piercing cold spell ignores any amount of cold resistance a creature possesses. In addition, creatures with immunity to cold still take half damage. Creatures with the fire subtype or [vulnerability](https://www.aonprd.com/UMR.aspx?ItemName=Vulnerabilities) to cold instead take double damage (+100%) from a piercing cold spell.
A searing spell uses up a spell slot one level higher than the spell's actual level.
\pagebreakNum
### Repeat Spell (Metamagic)
*You can cast a spell that repeats on the following round.*
**Benefit:** A repeated spell is automatically cast again at the beginning of your turn in the following round. The repeated spell originates from the same location and affects the same area and targets as the original spell. Touch range spells cannot be affected by this feat.
A repeat spell uses up a spell slot three levels higher than the spell's actual level.
### Retributive Spell (Metamagic)
*You can keep a spell in reserve to use when a foe causes you harm.*
**Benefit:** You can apply this feat only to a spell with a range of touch or greater that targets a creature. When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare or ready your spells), you can choose to cast the spell on that attacker as an **immediate action** ([reaction](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)). Once activated, a retributive spell disappears (it can only affect one attacker). A retributive spell can target only the attacker that triggered it, even if the spell would normally allow you to target multiple creatures. You can have only one retributive spell cast at a time.
A retributive spell uses up a spell slot one level higher than the spell's actual level.
### Searing Spell (Metamagic)
*Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.*
**Prerequisite:** [Elemental Focus](https://www.aonprd.com/FeatDisplay.aspx?ItemName=Elemental%20Focus) (fire).
**Benefit:** This feat can be applied only to spells with the fire descriptor. A searing spell ignores any amount of fire resistance a creature possesses. In addition, creatures with immunity to fire still take half damage. Creatures with the cold subtype or [vulnerability](https://www.aonprd.com/UMR.aspx?ItemName=Vulnerabilities) to fire instead take double damage (+100%) from a searing spell.
A searing spell uses up a spell slot one level higher than the spell's actual level.
### Split Ray (Metamagic)
*Your ray spells can affect an additional target.*
**Benefit:** You can cause any ray spell to fire one additional ray. The additional ray requires a separate ranged touch attack roll to hit. 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.
This feat only affects spells with a ray effect. A split ray spell uses a spell slot two levels higher than the spell's actual level.
\columnbreak
### Twin Spell (Metamagic)
*You can simultaneously cast a single spell twice.*
**Benefit:** Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously.
A twinned spell uses up a spell slot four levels higher than the spell's actual level.
\pagebreakNum
# Magic Items
## Eternal Wand
An eternal wand is a [spell-trigger](https://www.d20pfsrd.com/magic-items#TOC-Spell-Trigger) item that holds a single spell of 4th level or lower, determined during creation. Unlike normal wands, an eternal wand functions two times per day.
A character with Craft Wand is able to create wands and eternal wands. The creator adheres to the requirements for [creating wands](https://aonprd.com/Rules.aspx?ID=410), choosing if the wand will be standard with 50 charges or an eternal wand.
## Rods
### Conduit Rod
**Aura:** mdoerate abjuration; **CL** 11th
**Slot:** none; **Price:** 10,000 gp; **Weight:** 3 lbs.
#### Description
Each end of this slender, ebony rod is set with a clear, jagged crystal. A wild energy seems to flicker in the depths of these stones.
When the rod is activated as a **standard action** (2 acts), the wielder chooses an energy type (acid, cold, electricity, fire, or sonic) and all adjacent creatures are treated as if their existing resistance to energy of the chosen type were 20 points lower than normal. This effect lasts for 1 round. The rod has no effect on creatures that have immunity to the chosen energy type. A conduit rod is usable three times per day.
#### Construction:
**Requirements:** Craft Rod; **Spells** *antimagic field* **Cost:** 5,000 gp
\columnbreak
### Rod of Many Wands
**Aura:** moderate universal; **CL** 9th
**Slot:** none; **Price:** 27,000 gp; **Weight:** 5 lbs.
#### Description
The upper end of this steel rod contains three depressions running down its length, each one designed tohold a wand in place.
In order to make use of a rod of many wands, the wielder must first load it with up to three wands. Loading a wand requires a **full-round action** (3 acts) or a **move action** (1 act) to remove. After one or more wands are loaded into the rod, they can all be activated by a single command word unique to the rod as a **full-round action** (3 acts). Although filling all three depressions isn't required, activating the rod triggers every wand connected to it. This drains a number of charges from each wand equal to the number of wands loaded into the rod (3 maximum).
#### Construction:
**Requirements:** Craft Rod, Craft Wand; **Cost:** 13,500 gp
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### Rod of Sure Striking
**Aura:** moderate divination; **CL** 7th
**Slot:** none; **Price:** 4,000 gp; **Weight:** 3 lbs.
#### Description
A pale blue crystal adorns each end of this silvery rod. With a simple word of command, the wielder of this rod magically imbues her next attack with uncanny accuracy.
When the rod is activated by the wielder as a **standard action** (2 acts), every creature adjacent to the wielder gains a +10 insight bonus on its next attack roll, provided that the attack occurs before the beginning of the wielder’s next turn. The rod is usable three times per day.
#### Construction:
**Requirements:** Craft Rod; **Spells** *true strike* **Cost:** 2,000 gp
\pagebreakNum
## Rings
### Ring of Greater Counterspells
**Aura:** moderate evocation and abjuration; **CL** 11th
**Slot:** ring; **Price:** 16,000 gp; **Weight:** 5 lbs.
#### Description
Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.
The wielder can access the ring’s secondary ability—to counter a spell. Once per day as an **immediate action** (reaction), the wearer can attempt to counter a single spell cast by a spellcaster he can see within 100 feet. This power requires no preparation or knowledge on the wearer’s part. This counterspell attempt functions like *dispel magic* used to counterspell, using his caster level or the ring's, whichever is higher.
#### Construction:
**Requirements:** Forge Ring; **Spells** *imbue with spell ability, dispel magic* **Cost:** 8,000 gp
\columnbreak
## Wondrous Items
### Duskfathom Token
**Aura:** moderate transmutation; **CL** 8th
**Slot:** none; **Price:** 9,000 gp; **Weight:** —
#### Description
This small black token, often depicted as a mask, fits within the palm of nearly any creature’s hand. Once per day, on command, the token can be activated as a **standard action** ([2 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) to instantly reset any **mechanical trap** the owner can see within 30 feet. The trap is prepared again, including any ammunition at the ready, just as if it had not been triggered. Additional elements (such as poison) are not restored.
## Adventuring Tools
### Trapmaker's Kit
**Price:** 85 gp (common), 350 gp (masterwork); **Weight:** 12 lbs
#### Description:
This collection of small tools, gears, string, pitons, and wires provides the needed materials to craft traps. Without these specialist tools, the creator must use improvised tools and take a -5 penalty on Craft (traps) checks. A trapmaker’s kit is exhausted after constructing 10 traps.
### Lead
**Price:** 3 gp; **Weight:** 1 lb.
#### Description:
This soft, dense metal can be used as a thin sheeting to foil divinations, but is also toxic to living creatures over a period of time. A pound of lead can be used to cover an item of equal weight, blocking weak divination spells (up to 2nd level) and scrying. However, living creatures spending each day in near-vicinity with lead will eventually succumb to lead poisoning (see below)
**Lead Poisoning:**
**Type:** contact or inhaled; **Save:** Fortitude DC 15, +1 for each week of direct contact each day; **Onset:** 1 week **Frequency:** 1/week for 2 weeks; **Cure:** 2 consecutive saves
**Effect:** 1d2 Int damage
\pagebreakNum
# Spells
>
ALCHEMIST/Investigator EXTRACTS
##### 1st-Level Extracts
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
##### 2nd-level Extracts
**Spell Immunity, Lesser:** Protects one creature from a specified 1st or 2nd-level spell.
##### 6th-level Extracts
**Chasing Perfection:** Subject gains a +4 enhancement bonus to all six ability scores (1 minute/level).
**Energy Immunity:** Grants complete immunity to one of acid, cold, electricity, fire, or sonic energy damage (24 hours).
>
Antipaladin SPELLS
##### 1st-level Antipaladin Spells
**Rhino's Rush:** Your next charge attack deals double damage (swift action).
##### 2nd-level Antipaladin Spells
**Curse of Impending Blades:** Subject takes –2 AC penalty.
##### 3rd-level Antipaladin Spells
**Animate Shadow:** Your shadow tears free, becoming a ghostly ally that strikes foes.
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Undead Lieutenant:** Empowers one undead to command your other undead; increases your control limit by CL.
##### 4th-level Antipaladin Spells
**Fracturing Weapon:** Empowers a melee weapon to crack defenses.
**Harvest Life:** Drains vitality with a touch, storing it to heal, harm undead, or fuel divine power.
**Strength of Conviction:** Channel divine wrath to smite any foe, regardless of their moral alignment.
>
Artificer Gadgets
##### 2nd-level Artificer Gadgets.
**Fortify Metal:** Strengthens a touched metal object.
##### 3rd-level Artificer Gadgets.
**Power Surge:** Grants a wand or staff extra charges.
##### 4th-level Artificer Gadgets
**Fracturing Weapon:** Empowers a melee weapon to crack defenses.
**Mirror Image, Greater:** Functions like *mirror image*, creating up to eight images (one additional image created each round).
**Wall of Dispel Magic:** Creates a wall that casts a targeted *dispel magic* on anyone passing through.
##### 5th-level Artificer Gadgets
**Fire Shield, Mass:** Functions like *fire shield* on multiple allied creatures.
>
BARD/SKALD SPELLS
##### 1st-level Bard/Skald Spells
**Buzzing Bee:** Conjure a persistent drone that hampers focus and stealth, clinging to its target unerringly.
**Inspirational Boost:** Increases the morale bonus of your *inspire courage* by 1.
**Instant Locksmith:** Make one Disable Device check as a free action with a +2 insight bonus.
##### 2nd-level Bard & Skald Spells
**Harmonic Chorus:** Grant one creature a +2 morale bonus to caster level and spell DCs.
**Sonorous Hum:** Removes need to concentrate to maintain next spell cast.
**Whirling Weapon:** Hurl a weapon to attack all enemies in a 60-ft. line.
##### 3rd-level Bard & Skald Spells
**Great Thunderclap:** Loud noise causes stunning, deafness, and knocks prone in a large area.
**Sonic Shield:** Gain +4 deflection bonus to AC; melee attackers take 1d8 sonic damage and must save or be knocked 5 ft. away.
##### 4th-level Bard & Skald Spells
**Mirror Image, Greater:** Creates an additional image each round, up to a maximum of eight total images.
**Spell Theft:** Functions as a targeted *dispel magic*; if successful, you steal the beneficial spell effect for yourself.
##### 6th-level Bard & Skald Spells
**Dirge:** Enemies take 2 points of Str and Dex damage/round.
\pagebreakNum
>
BLOODRAGER SPELLS
##### 1st-level Bloodrager Spells
**Orb of Acid, Lesser:** Ranged touch attack deals 1d8 acid damage (+1d8/2 CL, max 5d8).
**Orb of Cold, Lesser:** Ranged touch attack deals 1d8 cold damage (+1d8/2 CL, max 5d8).
**Orb of Electricity, Lesser:** Ranged touch attack deals 1d8 electricity damage (+1d8/2 CL, max 5d8).
**Orb of Fire, Lesser:** Ranged touch attack deals 1d8 fire damage (+1d8/2 CL, max 5d8).
**Persistent Blade:** Creates a force dagger that attacks once per round (1d4 force damage).
**Rhino's Rush:** Your next charge attack deals double damage (swift action).
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
##### 2nd-level Bloodrager Spells
**Curse of Impending Blades:** Subject takes –2 AC penalty.
**Electric Vengeance:** Deal 2d8 + 1/CL (max +10) electricity damage to a creature that hits you with a melee attack (immediate action).
**Rainbow Beam:** Ranged touch attack deals damage (max 5d12) of a random type and dazzles for 1 minute.
**Scale Weakening:** Ranged touch attack reduces target's natural armor by 1 point per 3 CL (max 5 points).
**Whirling Weapon:** Hurl a weapon to attack all enemies in a 60-ft. line, using Int or Cha for attack/damage, and the weapon returns instantly.
##### 3rd-level Bloodrager Spells
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Great Thunderclap:** Loud noise causes stunning, deafness, and knocks prone in a large area.
**Mage Armor, Greater:** Grants a +6 armor bonus to AC (1 hour/level).
**Mage Armor, Mass:** Grants one creature/level a +4 armor bonus to AC (1 hour/level).
**Reverse Arrows:** Grants DR 10/magic against ranged weapons. Reflected projectiles strike the attacker on successful damage negation.
##### 4th-level Bloodrager Spells
**Channeled Pyroburst:** Deals fire damage depending on casting time (up to 1d10/CL, max 10d10 in a 20-ft. spread).
**Electric Vengeance, Greater:** Deal 5d8 + 1/CL (max +15) electricity damage and daze the target (Fort partial) (immediate action).
**Fracturing Weapon:** Empowers a melee weapon to crack defenses.
**Mirror Image, Greater:** Functions like *mirror image*, creating up to eight images (one additional image created each round).
**Orb of Acid:** Ranged touch attack deals 1d6 acid damage/CL (max 15d6); save or be sickened for 1 round.
**Orb of Cold:** Ranged touch attack deals 1d6 cold damage/CL (max 15d6); save or be staggered for 1 round.
**Orb of Electricity:** Ranged touch attack deals 1d6 electricity damage/CL (max 15d6); metal-wearers save or be blinded for 1 round.
**Orb of Fire:** Ranged touch attack deals 1d6 fire damage/CL (max 15d6); save or catch on fire.
**Spell Theft:** Functions as a targeted *dispel magic*; if successful, you steal the beneficial spell effect for yourself.
**Storm Touch:** Channel storm-born lightning to shock and stun foes.
>
Cleric/Oracle SPELLS
##### 1st-level Cleric/Oracle Spells
**Nimbus of Light:** Personal light source; can be discharged as a ranged touch attack for 1d8 + CL damage.
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
##### 2nd-level Cleric/Oracle Spells
**Fortify Metal:** Strengthens a touched metal object.
**Healing Spirit:** Conjure a spirit that heals a living creature it touches for 2d8 damage, or damages undead.
**Spell Immunity, Lesser:** Protects one creature from a specified 1st or 2nd-level spell.
##### 3rd-level Cleric/Oracle Spells
**Animate Shadow:** Your shadow tears free, becoming a ghostly ally that strikes foes.
**Channeled Divine Shield:** Grants DR 2/evil to 10/evil depending on casting time (1 to 6 acts).
**Spiritual Vengeance:** Creates a force weapon that retaliates with 1d12 + 1.5x Wis/Cha damage every time you are hit by a melee attack.
**Undead Lieutenant:** Empowers one undead to command your other undead; increases your control limit by CL.
##### 4th-level Cleric/Oracle Spells
**Delay Death:** Losing hit points doesn’t kill subject.
**Fracturing Weapon:** Empowers a melee weapon to crack defenses.
**Recitation:** All allies in a 60-ft. burst gain a +2 luck bonus (+3 if same deity) to AC, attack rolls, and saves.
**Sheltered Vitality:** Subject is immune to fatigue, exhaustion, ability damage, and ability drain.
**Shield of Faith, Mass:** Functions like *shield of faith* on multiple allies.
**Wall of Dispel Magic:** Creates a wall that casts a targeted *dispel magic* on anyone passing through.
##### 5th-level Cleric/Oracle Spells
**Harvest Life:** Drains vitality with a touch, storing it to heal, harm undead, or fuel divine power.
\pagebreakNum
**Sanctuary, Mass:** Functions like *sanctuary* on multiple creatures.
**Vulnerability:** Lowers the subject's damage reduction by 5 (+5 per 4 CL above 9th, minimum 5 DR).
##### 6th-level Cleric/Oracle Spells
**Chasing Perfection:** Subject gains a +4 enhancement bonus to all six ability scores (1 minute/level).
**Energy Immunity:** Grants complete immunity to one of acid, cold, electricity, fire, or sonic energy damage (24 hours).
##### 7th-level Cleric/Oracle Spells
**Holy Star:** A radiant mote orbits you for 3 rounds, shielding you, boosting defenses, or turning spells.
**Slime Wave:** Creates a wave of green slime that deals Con damage and spreads green slime patches to creatures in the area.
**Spell Resistance, Mass:** Functions like *spell resistance* on multiple allies.
**Wall of Greater Dispel Magic:** Creates a wall that casts a targeted *greater dispel magic* on anyone passing through.
##### 8th-level Cleric/Oracle Spells
**Chain Dispel:** Targeted *greater dispel magic* against one or more creatures.
>
DRUID SPELLS
##### 1st-level Druid Spells
**Sandblast:** 10-ft.-radius burst deals 1d6 nonlethal damage; fail save to be stunned for 1 round.
##### 2nd-level Druid Spells
**Earthfast:** Doubles a stone structure's HP and hardness (10 minutes/level).
##### 3rd-level Druid Spells
**Icelance:** Ranged attack (+4 bonus) deals 6d6 cold/piercing damage; save or be stunned for 1d4 rounds.
##### 4th-level Druid Spells
**Sheltered Vitality:** Subject is immune to fatigue, exhaustion, ability damage, and ability drain.
##### 5th-level Druid Spells
**Heal Animal Companion:** Functions like *heal*, but only on your animal companion.
##### 6th-level Druid Spells
**Chasing Perfection:** Subject gains a +4 enhancement bonus to all six ability scores (1 minute/level).
**Drown:** Subject immediately begins to drown.
**Energy Immunity:** Grants complete immunity to one of acid, cold, electricity, fire, or sonic energy damage (24 hours).
\columnbreak
##### 7th-level Druid Spells
**Slime Wave:** Creates a wave of green slime that deals Con damage and spreads green slime patches to creatures in the area.
>
Inquisitor SPELLS
##### 1st-level Inquisitor Spells
**Instant Locksmith:** Make one Disable Device check as a free action with a +2 insight bonus.
**Nimbus of Light:** Personal light source; can be discharged as a ranged touch attack for 1d8 + CL damage.
##### 2nd-level Inquisitor Spells
**Spell Immunity, Lesser:** Protects one creature from a specified 1st or 2nd-level spell.
##### 3rd-level Inquisitor Spells
**Spiritual Vengeance:** Creates a force weapon that retaliates with 1d12 + 1.5x Wis/Cha damage every time you are hit by a melee attack.
##### 4th-level Inquisitor Spells
**Fracturing Weapon:** Empowers a melee weapon to crack defenses.
**Shield of Faith, Mass:** Functions like *shield of faith* on multiple allies.
##### 5th-level Inquisitor Spells
**Favor of the Martyr:** Subject is immune to nonlethal damage, charm, compulsion, pain, and many conditions (e.g., dazed, stunned); grants Endurance and Diehard.
**Harvest Life:** Drains vitality with a touch, storing it to heal, harm undead, or fuel divine power.
>
Magus SPELLS
##### 1st-level Magus Spells
**Benign Transposition:** Two willing creatures instantly swap positions.
**Orb of Acid, Lesser:** Ranged touch attack deals 1d8 acid damage (+1d8/2 CL, max 5d8).
**Orb of Cold, Lesser:** Ranged touch attack deals 1d8 cold damage (+1d8/2 CL, max 5d8).
**Orb of Electricity, Lesser:** Ranged touch attack deals 1d8 electricity damage (+1d8/2 CL, max 5d8).
**Orb of Fire, Lesser:** Ranged touch attack deals 1d8 fire damage (+1d8/2 CL, max 5d8).
**Persistent Blade:** Creates a force dagger that attacks once per round (1d4 force damage).
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
\pagebreakNum
##### 2nd-level Magus Spells
**Baleful Transposition:** Two creatures instantly swap positions (Will negates).
**Curse of Impending Blades:** Subject takes –2 AC penalty.
**Electric Vengeance:** Deal 2d8 + 1/CL (max +10) electricity damage to a creature that hits you with a melee attack (immediate action).
**Rainbow Beam:** Ranged touch attack deals damage (max 5d12) of a random type and dazzles for 1 minute.
**Scale Weakening:** Ranged touch attack reduces target's natural armor by 1 point per 3 CL (max 5 points).
**Whirling Weapon:** Hurl a weapon to attack all enemies in a 60-ft. line, using Int or Cha for attack/damage, and the weapon returns instantly.
##### 3rd-level Magus Spells
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Power Surge:** Grants a wand or staff extra charges.
##### 4th-level Magus Spells
**Channeled Pyroburst:** Deals fire damage depending on casting time (up to 1d10/CL, max 10d10 in a 20-ft. spread).
**Electric Vengeance, Greater:** Deal 5d8 + 1/CL (max +15) electricity damage and daze the target (Fort partial) (immediate action).
**Mirror Image, Greater:** Functions like *mirror image*, creating up to eight images (one additional image created each round).
**Orb of Acid:** Ranged touch attack deals 1d6 acid damage/CL (max 15d6); save or be sickened for 1 round.
**Orb of Cold:** Ranged touch attack deals 1d6 cold damage/CL (max 15d6); save or be staggered for 1 round.
**Orb of Electricity:** Ranged touch attack deals 1d6 electricity damage/CL (max 15d6); metal-wearers save or be blinded for 1 round.
**Orb of Fire:** Ranged touch attack deals 1d6 fire damage/CL (max 15d6); save or catch on fire.
**Spell Theft:** Functions as a targeted *dispel magic*; if successful, you steal the beneficial spell effect for yourself.
##### 5th-level Magus Spells
**Fire Shield, Mass:** Functions like *fire shield* on multiple allied creatures.
**Storm Touch:** Channel storm-born lightning to shock and stun foes.
##### 6th-level Magus Spells
**Scalding Touch:** Wreathe your hand in solar flame to scorch foes and daze them with searing pain.
**Spectral Touch:** Melee touch attack bestows 1 negative level and grants you 5 temporary HP (once per round/CL, max temp HP = your starting HP).
\columnbreak
>
Paladin SPELLS
##### 1st-level Paladin Spells
**Nimbus of Light:** Personal light source; can be discharged as a ranged touch attack for 1d8 + CL damage.
**Rhino's Rush:** Your next charge attack deals double damage (swift action).
##### 2nd-level Paladin Spells
**Channeled Divine Shield:** Grants DR 2/evil to 10/evil depending on casting time (1 to 6 acts).
**Healing Spirit:** Conjure a spirit that heals a living creature it touches for 2d8 damage, or damages undead.
**Spiritual Vengeance:** Creates a force weapon that retaliates with 1d12 + 1.5x Wis/Cha damage every time you are hit by a melee attack.
##### 4th-level Paladin Spells
**Favor of the Martyr:** Subject is immune to nonlethal damage, charm, compulsion, pain, and many conditions (e.g., dazed, stunned); grants Endurance and Diehard.
**Righteous Aura:** Bathes you in *daylight*, grants +4 sacred bonus to Cha; if you die, explodes in energy (2d6/CL) that hurts evil/undead and heals good.
**Strength of Conviction:** Channel divine wrath to smite any foe, regardless of their moral alignment.
>
Ranger SPELLS
##### 1st-level Ranger Spells
**Hunter's Mercy:** Your next bow/crossbow attack automatically hits and threatens a critical hit.
**Rhino's Rush:** Your next charge attack deals double damage (swift action).
##### 3rd-level Ranger Spells
**Heal Animal Companion:** Functions like *heal*, but only on your animal companion.
>
Shaman SPELLS
##### 1st-level Shaman Spells
**Buzzing Bee:** Conjure a persistent drone that hampers focus and stealth, clinging to its target unerringly.
##### 2nd-level Shaman Spells
**Curse of Impending Blades:** Subject takes –2 AC penalty.
**Dream Lock:** Enchants a creature into a waking dream, then seeing illusions everywhere.
**Earthfast:** Doubles a stone structure's HP and hardness (10 minutes/level).
**Healing Spirit:** Conjure a spirit that heals a living creature it touches for 2d8 damage, or damages undead.
\pagebreakNum
##### 3rd-level Shaman Spells
**Animate Shadow:** Your shadow tears free, becoming a ghostly ally that strikes foes.
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Spiritual Vengeance:** Creates a force weapon that retaliates with 1d12 + 1.5x Wis/Cha damage every time you are hit by a melee attack.
**Undead Lieutenant:** Empowers one undead to command your other undead; increases your control limit by CL.
##### 6th-level Shaman Spells
**Chasing Perfection:** Subject gains a +4 enhancement bonus to all six ability scores (1 minute/level).
**Drown:** Subject immediately begins to drown.
##### 7th-level Shaman Spells
**Slime Wave:** Creates a wave of green slime that deals Con damage and spreads green slime patches to creatures in the area.
>
Sorcerer/Wizard SPELLS
##### 1st-level Sorcerer/Wizard Spells
**Benign Transposition:** Two willing creatures instantly swap positions.
**Buzzing Bee:** Conjure a persistent drone that hampers focus and stealth, clinging to its target unerringly.
**Instant Locksmith:** Make one Disable Device check as a free action with a +2 insight bonus.
**Orb of Acid, Lesser:** Ranged touch attack deals 1d8 acid damage (+1d8/2 CL, max 5d8).
**Orb of Cold, Lesser:** Ranged touch attack deals 1d8 cold damage (+1d8/2 CL, max 5d8).
**Orb of Electricity, Lesser:** Ranged touch attack deals 1d8 electricity damage (+1d8/2 CL, max 5d8).
**Orb of Fire, Lesser:** Ranged touch attack deals 1d8 fire damage (+1d8/2 CL, max 5d8).
**Persistent Blade:** Creates a force dagger that attacks once per round (1d4 force damage).
**Slide:** Move subject 5 feet.
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
**Whelm:** Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
##### 2nd-level Sorcerer/Wizard Spells
**Baleful Transposition:** Two creatures instantly swap positions (Will negates).
**Curse of Impending Blades:** Subject takes –2 AC penalty.
**Dream Lock:** Enchants a creature into a waking dream, then seeing illusions everywhere.
**Electric Vengeance:** Deal 2d8 + 1/CL (max +10) electricity damage to a creature that hits you with a melee attack (immediate action).
**Fortify Metal:** Strengthens a touched metal object.
**Rainbow Beam:** Ranged touch attack deals damage (max 5d12) of a random type and dazzles for 1 minute.
**Ray of Ice:** Ray deals cold damage and freezes target.
**Scale Weakening:** Ranged touch attack reduces target's natural armor by 1 point per 3 CL (max 5 points).
**Slide, Greater:** Move subject 20 feet.
**Whelming Blast:** Cone deals 1d6 nonlethal damage/2 levels (max 5d6).
**Whirling Weapon:** Hurl a weapon to attack all enemies in a 60-ft. line, using Int or Cha for attack/damage, and the weapon returns instantly.
##### 3rd-level Sorcerer/Wizard Spells
**Animate Shadow:** Your shadow tears free, becoming a ghostly ally that strikes foes.
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Great Thunderclap:** Loud noise causes stunning, deafness, and knocks prone in a large area.
**Icelance:** Ranged attack (+4 bonus) deals 6d6 cold/piercing damage; save or be stunned for 1d4 rounds.
**Mage Armor, Greater:** Grants a +6 armor bonus to AC (1 hour/level).
**Power Surge:** Grants a wand or staff extra charges.
**Mage Armor, Mass:** Grants one creature/level a +4 armor bonus to AC (1 hour/level).
**Prismatic Mist:** Multicolored mist has random effect.
**Regroup:** Teleports nearby allies to your side.
**Reverse Arrows:** Grants DR 10/magic against ranged weapons. Reflected projectiles strike the attacker on successful damage negation.
**Sonorous Hum:** Removes need to concentrate to maintain next spell cast.
**Undead Lieutenant:** Empowers one undead to command your other undead; increases your control limit by CL.
##### 4th-level Sorcerer/Wizard Spells
**Channeled Pyroburst:** Deals fire damage depending on casting time (up to 1d10/CL, max 10d10 in a 20-ft. spread).
**Mirror Image, Greater:** Functions like *mirror image*, creating up to eight images (one additional image created each round).
**Orb of Acid:** Ranged touch attack deals 1d6 acid damage/CL (max 15d6); save or be sickened for 1 round.
**Orb of Cold:** Ranged touch attack deals 1d6 cold damage/CL (max 15d6); save or be staggered for 1 round.
**Orb of Electricity:** Ranged touch attack deals 1d6 electricity damage/CL (max 15d6); metal-wearers save or be blinded for 1 round.
**Orb of Fire:** Ranged touch attack deals 1d6 fire damage/CL (max 15d6); save or catch on fire.
**Wall of Dispel Magic:** Creates a wall that casts a targeted *dispel magic* on anyone passing through.
**Whelm, Mass:** 1d6 nonlethal damage/level (max
10d6) to 1 creature/level.
\pagebreakNum
##### 5th-level Sorcerer/Wizard Spells
**Electric Vengeance, Greater:** Deal 5d8 + 1/CL (max +15) electricity damage and daze the target (Fort partial) (immediate action).
**Fire Shield, Mass:** Functions like *fire shield* on multiple allied creatures.
**Ironguard, Lesser:** Subject becomes immune to nonmagical metal.
**Magelord's Armor:** Extraordinarily powerful *mage armor*.
**Sonic Shield:** Gain +4 deflection bonus to AC; melee attackers take 1d8 sonic damage and must save or be knocked 5 ft. away.
**Spell Matrics, Lesser:** Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
**Spell Theft:** Functions as a targeted dispel magic; if successful, you steal the beneficial spell effect for yourself.
**Storm Touch:** Channel storm-born lightning to shock and stun foes.
**Vulnerability:** Lowers the subject's damage reduction by 5 (+5 per 4 CL above 9th, minimum 5 DR).
##### 6th-level Sorcerer/Wizard Spells
**Chasing Perfection:** Subject gains a +4 enhancement bonus to all six ability scores (1 minute/level).
**Overwhelm:** Nonlethal damage knocks out subject.
**Ruby Ray of Reversal:** Ray negates magical or mundane hazards.
**Spectral Touch:** Melee touch attack bestows 1 negative level and grants you 5 temporary HP (once per round/CL, max temp HP = your starting HP).
##### 7th-level Sorcerer/Wizard Spells
**Antimagic Ray:** Subject loses all magical powers.
**Avasculate:** Reduce foe to half hp and stun.
**Energy Immunity:** Grants complete immunity to one of acid, cold, electricity, fire, or sonic energy damage (24 hours).
**Haste, Mass:** One creature/level moves faster, +1 on attack rolls, AC, and Ref lex saves.
**Ironguard:** Subject becomes immune to all metal.
**Scalding Touch:** Wreathe your hand in solar flame to scorch foes and daze them with searing pain.
**Spell Matrix:** Stores up to two spells of 3rd level or lower to be released later.
**Stored Lightning Bolt:** Cast a powerful bolt that leaves a delayed charge behind—exploding later or on contact.
**Wall of Greater Dispel Magic:** Creates a wall that casts a targeted *greater dispel magic* on anyone passing through.
##### 8th-level Sorcerer/Wizard Spells
**Chain Dispel:** Targeted *greater dispel magic* against one or more creatures.
**Invisibility, Superior:** Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
##### 9th-level Sorcerer/Wizard Spells
**Blade of Disaster:** Floating magic weapon disintegrates subjects.
**Effulgent Epuration:** Creates one sphere/level to negate hostile magic.
**Reaving Dispel:** Steal spell power and effects for yourself.
**Spell Matrix, Greater:** Stores up to three spells of 3rd level or lower to be released later.
**Sphere of Ultimate Destruction:** Featureless black sphere does 2d6/level damage, disintegrates.
>
SUMMONER SPELLS
##### 1st-level Summoner Spells
**Benign Transposition:** Two willing creatures instantly swap positions. The movement is instantaneous.
##### 2nd-level Summoner Spells
**Baleful Transposition:** Two creatures instantly swap positions. If either creature succeeds on its Will save, the spell is negated.
##### 3rd-level Summoner Spells
**Mage Armor, Greater:** Grants a +6 armor bonus to AC (1 hour/level).
**Mage Armor, Mass:** Functions like *mage armor*, but affects multiple creatures.
**Regroup:** You teleport your companions to your side.
**Reverse Arrows:** Projectiles with negated damage are turned back upon the attacker.
##### 5th-level Summoner Spells
**Fire Shield, Mass:** Functions like *fire shield*, but affects multiple allied creatures.
**Magelord's Armor:** Extraordinarily powerful mage armor.
>
WITCH SPELLS
##### 1st-level Witch Spells
**Buzzing Bee:** Conjure a persistent drone that hampers focus and stealth, clinging to its target unerringly.
**Slide:** Move subject 5 feet.
**Split Charge:** Allows you to hold the charge for one touch spell per arm.
**Whelm:** Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
##### 2nd-level Witch Spells
**Curse of Impending Blades:** Subject takes –2 AC penalty.
**Dream Lock:** Enchants a creature into a waking dream, then seeing illusions everywhere.
**Slide, Greater:** Move subject 20 feet.
**Whelming Blast:** Cone deals 1d6 nonlethal damage/2 levels (max 5d6).
\pagebreakNum
##### 3rd-level Witch Spells
**Curse of Impending Blades, Mass:** Enemies takes –2 penalty to AC.
**Mage Armor, Greater:** Grants a +6 armor bonus to AC (1 hour/level).
**Mage Armor, Mass:** Functions like *mage armor*, but affects multiple creatures.
**Prismatic Mist:** Multicolored mist has random effect.
**Sonorous Hum:** Removes need to concentrate to maintain next spell cast.
\columnbreak
##### 4th-level Witch Spells
**Whelm, Mass:** 1d6 nonlethal damage/level (max 10d6) to 1 creature/level.
##### 6th-level Witch Spells
**Overwhelm:** Nonlethal damage knocks out subject.
##### 8th-level Witch Spells
**Chain Dispel:** Targeted greater dispel magic against one or more creatures.
\pagebreakNum
# Spell Descriptions
###### Animate Shadow
**School** necromancy; **Level** antipaladin 3, arcanist 3,
cleric 3, oracle 3, shaman 3, sorcerer 3, warpriest 3,
wizard 3
**Casting Time** 1 full-round action (3 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one animated shadow
**Duration** 1 round/level (D)
**Saving Throw** none; **Spell Resistance** no
You sever your shadow from your body, animating it into an undead mockery of your form. This living shadow floats free from you, appearing within the spell's range and acting under your control. It lashes out at your enemies before fading back into you when the spell ends. You can mentally direct your shadow as a **free action**.
Your shadow is treated as an [incorporeal](https://www.aonprd.com/UMR.aspx?ItemName=Incorporeal) undead creature that has half your hit points and the AC and saving throw bonuses you would have if you were [incorporeal](https://www.aonprd.com/UMR.aspx?ItemName=Incorporeal). Your shadow has the same speed and movement types you do.
Your shadow has a single incorporeal touch attack with a bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This attack deals 1d6 points of damage, plus 1 per caster level (maximum 1d6 + 15). On each successful attack, your shadow grants you 5 temporary hit points.
You can only have one *animate shadow* spell at a time. Casting this spell again dismisses the previous shadow.
###### Antimagic Ray
**School** abjuration; **Level** arcanist 7, sorcerer 7, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a pinch of iron filings mixed with
ruby dust worth 100 gp)
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** Ray
**Duration** 1 round/level
**Saving Throw** Will negates (object);
**Spell Resistance** yes
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 this spell is used against a creature, the subject can't cast spells or use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can't cast the spells required.
If this spell is used against an object, that object's magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the *antimagic ray*'s duration.
The spell doesn't affect any objects other than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if a creature is the target, its equipment remains unaffected.
###### Avasculate
**School** Necromancy [death, evil]; **Level** arcanist 7,
sorcerer 7, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** Ray
**Duration** instantaneous
**Saving Throw** Fortitude partial;
**Spell Resistance** yes
You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin.
You must succeed on a ranged touch attack to affect the subject.
If successful, 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.
###### Baleful Transposition
**School** conjuration (teleportation); **Level** arcanist 2,
sorcerer 2, magus 2, summoner 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V
**Range** medium (100 ft. + 10 ft./level)
**Target** Two creatures of up to Large size
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
Two creatures instantly swap positions. 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.
\pagebreakNum
###### Benign Transposition
**School** conjuration (teleportation); **Level** arcanist 1,
magus 1, sorcerer 1, summoner 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V
**Range** medium (100 ft. + 10 ft./level)
**Target** Two willing creatures of up to Large size
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
Two creatures instantly swap positions. 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.
###### Blade of Disaster
**School** conjuration (creation); **Level** arcanist 9,
sorcerer 9, wizard 9
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2levels)
**Effect** Sword-shaped planar rift
**Duration** concentration (up to 1 round/level)
**Saving Throw** Fortitude 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 caster level + your Intelligence or Charisma modifier, whichever is highest.
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 bonus for flanking or help a combatant get one. If the blade 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** ([2 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) to switch the blade to a new target. If you do not, the blade continues to attack the previous round’s target.
The blade cannot be attacked or harmed by physical attacks, but *dispel magic*, *disintegrate*, a *sphere of annihilation*, or a *rod of cancellation* affects it. The blade’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 the blade strikes it.
*Gate* counters and dispels *blade of disaster*. A *dimensional anchor* spell cast at the blade dispels it automatically.
\columnbreak
###### Buzzing Bee
**School** conjuration (creation); **Level** arcanist 1, bard 1,
shaman 1, skald 1, sorcerer 1, witch 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M
**Range** Medium (100 ft. + 10 ft./level)
**Target** one creature
**Duration** 1 minute/level (D)
**Saving Throw** none; **Spell Resistance** no
This spell creates a small but loud bee that distracts and disrupts the subject's concentration. The subject suffers a —5 penalty on Perception, Disable Device, and concentration checks, and a —10 penalty on Perform and Stealth checks.
The bee 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.
###### Chain Dispel
**School** abjuration; **Level** arcanist 8, cleric 8, oracle 8,
sorcerer 8, witch 8, wizard 8
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M, DF (A pair of bronze nails)
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one or more creatures, no two of which are more
than 30 ft. apart
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
Each creature is affected as if by a **targeted** *[greater dispel magic](https://aonprd.com/SpellDisplay.aspx?ItemName=dispel%20magic)*.
###### Channeled Divine Shield
**School** abjuration [good]; **Level** cleric 3, oracle 3,
paladin 2, warpriest 3
**Casting Time** see text
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round/level
As you complete this spell, a shield crafted from divine energy appears before you. As you channel energy into the shield, it grows stronger. The magnitude of this improvement of your defenses depends on the amount of time you spend casting the spell.
* If you cast this spell as a **swift action** (1 act), you gain DR 2/evil for the duration of this spell.
* If you cast this spell as a **standard action** (2 acts), you gain DR 5/evil.
* If you cast this spell as a **full-round action** (3 acts), you gain DR 8/evil.
* If you spend **2 rounds casting** (6 acts) this spell, you gain DR 10/evil.
\pagebreakNum
The spell's duration does not begin until you finish casting the spell. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
###### Channeled Pyroburst
**School** evocation [fire]; **Level** arcanist 4, bloodrager 4,
magus 4, sorcerer 4, wizard 4
**Casting Time** see text
**Components** V, S
**Range** medium (100 ft. + 10 ft./level)
**Area** see text
**Duration** instantaneous
**Saving Throw** Reflex half;
**Spell Resistance** yes
A sphere of fiery energy comes into being before you. You channel energy into it, causing it to bubble and seethe with power. When you have poured enough energy into the sphere, you send it flying into your foes. The spell's strength depends on the amount of time you spend channeling energy into it.
* If you cast this spell as a **swift action** (1 act), it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.
* If you cast this spell as a **standard action** (2 acts), it deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in a 10-foot-radius spread.
* If you cast this spell as a **full-round action** (3 acts), it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread.
* If you spend **2 rounds casting** (6 acts) this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.
You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
###### Chasing Perfection
**School** transmutation; **Level** alchemist 6, arcanist 6,
cleric 6, druid 6, hunter 6, investigator 6, oracle 6,
shaman 6, sorcerer 6, warpriest 6, wizard 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (A statuette of a celestial or fiend
worth 50 gp)
**Range** touch
**Target** creature touched
**Duration** 1 minute/level
**Saving Throw** Will negates (harmless);
**Spell Resistance** yes (harmless)
Energy courses through the creature touched. Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases. The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores.
###### Curse of Impending Blades
**School** necromancy; **Level** antipaladin 2, arcanist 2,
bloodrager 2, magus 2, shaman 2, sorcerer 2, witch 2,
wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M, DF (A nail through a piece of
leather.)
**Range** Medium (100 ft. + 10 ft./level)
**Target** One creature
**Duration** 1 minute/level
**Saving Throw** none;
**Spell Resistance** yes
The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects takes a -2 penalty to AC.
The curse cannot be dispelled, but it can be removed with a *break enchantment* or *remove curse* spell.
###### Curse of Impending Blades, Mass
**School** necromancy; **Level** antipaladin 3, arcanist 3,
bloodrager 3, magus 3, shaman 3, sorcerer 3, witch 3,
wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M, DF
**Range** Medium (100 ft. + 10 ft./level)
**Target** enemies in a 20-ft.-radius burst
**Duration** 1 minute/level
This spell functions like *curse of impending blades*, except that it affects multiple enemies.
###### Delay Death
**School** necromancy; **Level** cleric 4, oracle 4, warpriest 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** Close (25 ft. + 5 ft./2 levels)
**Target** one creature
**Duration** 1 round/level
**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless)
The subject of this spell is unable to die from hit point damage. However, the target can still be slain by effects that destroy the body to the extent that *raise dead* cannot restore it (such as a *disintegrate* spell), as well as by death due to ability score damage, negative levels, or death effects.
The subject is still disabled at 0 or fewer hit points, and remains conscious at negative hit points.
If the subject has an amount of negative hit points equal to its Constitution score or less when the spell's duration expires, it dies.
\pagebreakNum
###### Dirge
**School** evocation [sonic]; **Level** bard 6, skald 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** 50 ft.
**Area** All enemies within a 50-ft.-radius from you
**Duration** concentration (up to 1 round per 2 levels)
**Saving Throw** Fortitude negates; **Spell Resistance** yes
Your song draws the energies of death and destruction down on your enemies. Subjects attempt a Fortitude save each round or suffer 2 points of Strength and Dexterity damage.
###### Dream Lock
**School** enchantment (charm) [mind-affecting];
**Level** arcanist 2, shaman 2, sorcerer 2, witch 2, wizard 2
**Casting Time** 1 standard action
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one living creature
**Duration** 1 minute/level (D)
**Saving Throw** Will negates; **Spell Resistance** yes
The creature enters a state of waking dreaming, and is **dazed** for 1 round. Thereafter, until the spell's duration expires, the target is trapped in a waking dream, unable to differentiate the random visions of the dream from reality. The creature is treated as **shaken**, and all its opponents gain **concealment**.
###### Drown
**School** conjuration (creation) [water]; **Level** druid 6,
hunter 6, shaman 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**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](https://aonprd.com/Rules.aspx?ID=337) as if it had failed to continue holding its breath. In the first round, it falls unconscious (0 hp). In the following round, it drops to –1 hit points and is dying. In the third round, it drowns.
Another creature can provide first aid for the subject before it dies.
Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
\columnbreak
###### Earthfast
**School** transmutation; **Level** druid 2, hunter 2, shaman 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Area** One stone structure or rock formation, up to 25 cu.
ft./level
**Duration** 10 minutes/level (D)
**Saving Throw** Fortitude negates (harmless, object);
**Spell
Resistance** yes (object)
You reinforce a rock formation or stone structure.
The *earthfast* spell doubles the structure's hit points and hardness.
This spell does not function on constructs.
###### Effulgent Epuration
**School** abjuration; **Level** arcanist 9, sorcerer 9, wizard 9
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**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)
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 **move action** (1 act), you can shift the spell's effect to any other creature within range.
Each of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject. The subject can choose whether or not to let them absorb any given spell cast upon it, allowing 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 Vengeance
**School** evocation [electricity]; **Level** arcanist 2,
bloodrager 2, magus 2, sorcerer 2, wizard 2
**Casting Time** 1 immediate action (reaction)
**Components** V, S
**Range** 5 ft.
**Target** one creature
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** yes
You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack. When you cast *electric vengeance*, a blast of lightning arcs from your body into the subject's; the arc deals 2d8 points of electricity damage +1 point per caster level (maximum +10).
\pagebreakNum
###### Electric Vengeance, Greater
**School** evocation [electricity]; **Level** arcanist 5,
bloodrager 4, magus 4, sorcerer 5, wizard 5
**Casting Time** 1 immediate action (reaction)
**Components** V, S
**Range** 5 ft.
**Target** one creature
**Duration** instantaneous
**Saving Throw** Fortitude partial;
**Spell Resistance** yes
This spell functions like *electric vengeance*, except as noted here. This spell deals 5d8 points of damage +1 per caster level (maximum +15), and the target of the spell must succeed on a Fortitude save or be **dazed** until the end of your next turn.
###### Energy Immunity
**School** abjuration; **Level** alchemist 6, arcanist 7, cleric 6,
druid 6, hunter 6, investigator 6, oracle 6, sorcerer 7,
warpriest 6, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** creature touched
**Duration** 24 hours
**Saving Throw** none;
**Spell Resistance** yes (harmless)
This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types—acid, cold, electricity, 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).
*Energy immunity* overlaps *protection from energy* and *resist energy*. As long as *energy immunity* is in effect, the other spells absorb no damage.
###### Favor of the Martyr
**School** necromancy; **Level** paladin 4, inquisitor 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** medium (100 ft. + 10 ft./level)
**Target** one willing creature
**Duration** 1 minute/level
**Saving Throw** none;
**Spell Resistance** yes (harmless)
The subject gains immunity to nonlethal damage, charm, compulsion, and pain effects. It is further immune to effects that would cause it to be **dazed**, **exhausted**, **fatigued**, **nauseated**, **sickened**, **staggered**, or **stunned**. Any of the listed conditions in effect are suppressed for the spell's duration.
When the spell ends, any effects suspended by the spell that have not expired in the interim 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 and Diehard feats for the duration of the spell.
###### Fire Shield, Mass
**School** evocation [fire or cold]; **Level** artificer 5,
arcanist 5, magus 5, sorcerer 5, summoner 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M
**Range** close (25 ft. + 5 ft./2 levels)
**Target** One or more allied creatures, no two of which can
be 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*, except as noted above.
###### Fortify Metal
**School** transmutation; **Level** artificer 2, arcanist 2,
cleric 2, oracle 2, sorcerer 2, warpriest 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a mixture of coal dust and lime)
**Range** touch
**Target** one metal object touched
**Duration** 1 hour/level
**Saving Throw** none; **Spell Resistance** yes (object)
A single metal object of up to 10 feet on a side has its hardness and hit points doubled, and has its break DC increased by 10.
A suit of armor or a shield affected by this spell grants their wearer damage reduction 1/magic.
###### Fracturing Weapon
**School** transmutation; **Level** antipaladin 4, artificer 4,
bloodrager 4, cleric 4, inquisitor 4, oracle 4, warpriest 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** touch
**Target** melee weapon touched
**Duration** 1 round/level
**Saving Throw** Will negates (harmless, object);
**Spell Resistance** yes (harmless, object)
Once per round as a **swift action** (bonus act), the wielder of the affected weapon may designate a single melee attack to be a fracturing strike. If that attack successfully deals damage to a creature, that creature takes a –5 penalty to Armor Class and -5 penalty to any damage reduction it possesses (to a minimum of 0).
These penalties are applied after the damage from the fracturing strike is resolved and last for 1 round.
\pagebreakNum
###### Friendly Fire
**School** abjuration; **Level** antipaladin 4, arcanist 4,
artificer 4, bard 4, bloodrager 4, magus 4, skald 4,
sorcerer 4, witch 4, wizard 4
**Casting Time** 1 immediate action (reaction), or
1 full-round action (3 acts); see text
**Components** V
**Range** personal
**Target** you
**Duration** Instantaneous or 1 round/level
Whenever you are the target of a ranged attack, you can cast this spell to deflect the attack toward another target within 30 feet, using the same attack roll.
If you extend the casting time to 1 full-round (3 acts), the duration changes from instantaneous to 1 round per level.
###### Great Thunderclap
**School** evocation [sonic]; **Level** arcanist 3, bard 3,
bloodrager 3, skald 3, sorcerer 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (an iron bell)
**Range** Medium (100 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:
- All creatures must make Will saves to avoid being **stunned** for 1 round.
- All creatures must make Fortitude saves or be **deafened** for 1 minute.
- All creatures must make Reflex saves or fall **prone**.
Creatures that cannot hear are not stunned, but might still fall prone.
\columnbreak
###### Haste, Mass
**School** transmutation; **Level** arcanist 7, sorcerer 7,
wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a shaving of licorice root)
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature/level, no two of which can be more
than 30 ft. apart
**Duration** 1 round/level
**Saving Throw** Fortitude negates (harmless);
**Spell Resistance** yes (harmless)
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 one natural or manufactured weapon. 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 speed weapon, 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.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
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.
###### Harmonic Chorus
**School** enchantment (compulsion) [mind-affecting];
**Level** bard 2, skald 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a tuning fork)
**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.
\pagebreakNum
###### Harvest Life
**School** necromancy [evil] **Level** antipaladin 4, cleric 5,
inquisitor 5, oracle 5, warpriest 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** see text
**Duration** see text;
**Saving Throw** none; **Spell Resistance** yes
Your touch draws life force from your target, manifesting it in your hand. You must succeed at a melee touch attack against a living creature. The target takes 1d8 points of damage per two caster levels (maximum 10d8). This damage represents stolen life force, which coalesces into a ball of glowing energy in your hand. The orb lasts for 1 minute or until expended.
While holding the orb, you may use it in one of the following ways, each requiring a **move action** (1 act):
* *Heal Living Creature*: You may touch yourself or another living creature, restoring hit points equal to the amount of damage originally dealt, up to the target’s maximum hit points.
* *Harm Undead Creature*: You may make a melee touch attack against an undead creature, dealing the same amount of positive energy damage as the original amount stolen.
* *Power a Divine Ability*: You may expend the orb to empower your next use of **Bane**, **Channel Energy**, **Fervor**, **Lay on Hands**, or **Touch of Corruption** class feature. That use does not count against your daily uses of that ability. You must use the empowered ability within 1 minute, or the stored energy dissipates harmlessly.
The ball of energy dissipates in 1 minute if not used, and it vanishes immediately if you use your hand for any other purpose.
###### Heal Animal Companion
**School** conjuration (healing); **Level** druid 5, hunter 3,
ranger 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** your animal companion touched
**Duration** instantaneous
**Saving Throw** Will negates (harmless);
**Spell Resistance** yes (harmless)
This spell functions like *[heal](https://aonprd.com/SpellDisplay.aspx?ItemName=heal)*, except that it affects only your animal companion.
\columnbreak
###### Healing Spirit
**School** conjuration (healing) [light]; **Level** cleric 2,
oracle 2, paladin 2, shaman 2, warpriest 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one conjured healing spirit
**Duration** 1 round/2 levels
**Saving Throw** Will half (harmless); see text;
**Spell Resistance** yes (harmless); see text
You conjure an incorporeal object of magical energy that appears in any square within range. This *healing spirit* resembles a 1-foot-diameter ball of light.
The *healing spirit* sheds bright light in a 20-foot radius. This illumination increases the light level for an additional 20 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light).
The *healing spirit* flies up to 30 feet as long as you actively direct it (a move action, 1 act); otherwise, it merely stays in place. It stops if it moves outside the spell’s range.
If the *healing spirit* enters a space with a creature, it stops moving and releases positive energy. The spirit's touch heals a living creature of 2d8 points of damage.
The *healing spirit* damages undead instead of healing them. The spirit can affect an unwilling target. You must make a ranged touch attack to do so.
A *healing spirit* cannot be affected by attacks.
###### Holy Star
**School** abjuration [good, light]; **Level** cleric 7, oracle 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** personal
**Target** you
**Effect** protective star of energy
**Duration** 3 rounds (D)
**Saving Throw** see text; **Spell Resistance** see text
You create a glowing mote of energy that stays near your shoulder, shedding bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light do so while within the area of illumination.
This star has the following three functions, and you can designate which function to activate as a **free action**.
* *Magic Shield*: The holy star can turn a total of four to seven (1d4+3) spell levels, as the *spell turning* spell. If its entire spell turning capacity is expended, this function no longer works, but the others do.
* *Protection*: The holy star gives you a +8 circumstance bonus to AC.
* *Starlight Veil*: The holy star gives you a +4 bonus on saving throws, as well as [evasion](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Rogue%20(Unchained)) and [stalwart](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Inquisitor)
\pagebreakNum
###### Hunter's Mercy
**School** transmutation; **Level** hunter 1, ranger 1
**Casting Time** 1 standard action (2 acts)
**Components** S
**Range** personal
**Target** you
**Duration** 1 round
This transmutation makes a bow or crossbow strike true. Your next single attack roll with a bow or crossbow (if it is made before the end of the next round) automatically hits and threatens a critical hit.
###### Icelance
**School** conjuration (creation); **Level** arcanist 3, druid 3,
hunter 3, sorcerer 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF, DF (a 50-gp clear quartz gemstone
or 5 lb. of snow or ice)
**Range** medium (100 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 the attack hits, the *icelance* deals 6d6 points of damage to the target. Half of the damage is piercing damage; the other half is cold damage. In addition, the target must make a Fortitude save or be **stunned** for 1d4 rounds. After the result of the attack, the *icelance* shatters.
###### Inspirational Boost
**School** enchantment (compulsion) [mind-affecting,
sonic]; **Level** bard 1
**Casting Time** 1 swift action (bonus act)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round or special; see text
The morale bonus granted by your next *inspire courage* bardic performance increases by 1. The effect lasts until your *inspire courage* performance ends. If you don't begin to use your *inspire courage* performance before the beginning of your next turn, the spell's effect ends.
###### Instant Locksmith
**School** divination; **Level** arcanist 1, bard 1, inquisitor 1,
skald 1, sorcerer 1, wizard 1
**Casting Time** 1 swift action (bonus act)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round
You can make one Disable Device check in this round as a **free action**. You gain a +2 insight bonus on the check.
\columnbreak
###### Invisibility, Superior
**School** illusion (glamer); **Level** arcanist 8, sorcerer 8,
wizard 8
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** personal or touch
**Target** you or a creature or object weighing no more than
100 lb./level
**Duration** 1 minute/level (D)
**Saving Throw** Will negates (harmless);
**Spell Resistance**
no
This powerful glamer functions like *invisibility*, 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. 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*, although creatures under the effect of the spell can be detected by *true seeing*. Mundane conditions (such as leaving footprints) can also render a subject detectable.
###### Ironguard, Lesser
**School** abjuration; **Level** arcanist 5, sorcerer 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a tiny shield of wood, glass, or
crystal)
**Range** touch
**Target** creature touched
**Duration** 1 round/level
**Saving Throw** Will negates (harmless);
**Spell Resistance**
yes (harmless)
The subject of *lesser ironguard* becomes immune 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 contact poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object is 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 or natural attacks.
\pagebreakNum
###### Ironguard
**School** abjuration; **Level** arcanist 7, sorcerer 7, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a tiny shield of wood, glass, or
crystal), AF (a small nugget of adamantine worth 100 gp)
**Range** touch
**Target** creature touched
**Duration** 1 round/level
**Saving Throw** Will negates (harmless);
**Spell Resistance**
yes (harmless)
This spell functions like *lesser ironguard*, except that the subject you touch is immune to magic metal as well.
###### Mage Armor, Greater
**School** conjuration (creation) [force]; **Level** arcanist 3,
bloodrager 3, sorcerer 3, summoner 3, witch 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** creature touched
**Duration** 1 hour/level (D)
**Saving Throw** Will negates (harmless);
**Spell Resistance**
no
This spell functions like *mage armor*, except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
###### Mage Armor, Mass
**School** conjuration (creation) [force]; **Level** arcanist 3,
bloodrager 3, sorcerer 3, summoner 3, witch 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature/level, no two of which are more than
30 ft. apart
**Duration** 1 hour/level
**Saving Throw** Will negates (harmless);
**Spell Resistance**
no
This spell functions like *mage armor*, except that it affects multiple creatures.
\columnbreak
###### Magelord's Armor
**School** conjuration (creation) [force]; **Level** arcanist 5,
sorcerer 5, summoner 5, wizard 5
**Casting Time** 1 full-round action (3 acts)
**Components** V, S, F (a miniature adamantine shield
worth at least 250 gp)
**Range** touch
**Target** creature touched
**Duration** 1 hour/level
**Saving Throw** Will negates (harmless);
**Spell Resistance** yes (harmless)
This spell functions like *mage armor*, except that its tangible field of force provides a +8 armor bonus to Armor Class. In addition, the subject becomes immune to 3rd-level and lower spells with the force descriptor and gains damage reduction 5/magic.
###### Mirror Image, Greater
**School** illusion (figment); **Level** arcanist 4, artificer 4,
bard 4, bloodrager 4, magus 4, skald 4, sorcerer 4,
wizard 4
**Casting Time** 1 immediate action (reaction)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 minute/level (D)
Several illusory duplicates of you pop into being. This spell functions like *[mirror image](https://aonprd.com/SpellDisplay.aspx?ItemName=mirror%20image)*, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends.
###### Nimbus of Light
**School** evocation [light]; **Level** cleric 1, inquisitor 1,
oracle 1, paladin 1, warpriest 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** personal
**Target** you
**Duration** 1 minute/level or until discharged (D)
The *nimbus of light* around you glows like a lantern, providing bright light in a 30-foot radius. This illumination increases the light level for an additional 20 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light).
As a **move action** (1 act), you can coalesce the energy from a *nimbus of light* around your outstretched arm, and then 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.
\pagebreakNum
###### Orb of Acid, Lesser
**School** evocation [acid]; **Level** arcanist 1, bloodrager 1,
magus 1, sorcerer 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of acid
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
You must succeed on a ranged touch attack to hit your target. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
###### Orb of Acid
**School** evocation [acid]; **Level** arcanist 4, bloodrager 4,
magus 4, sorcerer 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of acid
**Duration** instantaneous
**Saving Throw** Fortitude partial; see text;
**Spell Resistance** no
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
A creature struck by the orb takes damage and becomes **sickened** by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.
###### Orb of Cold, Lesser
**School** evocation [cold]; **Level** arcanist 1, bloodrager 1,
magus 1, sorcerer 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of cold
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
This spell functions like *lesser orb of acid*, except that it deals cold damage.
\columnbreak
###### Orb of Cold
**School** evocations [cold]; **Level** arcanist 4, bloodrager 4,
magus 4, sorcerer 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of cold
**Duration** instantaneous
**Saving Throw** Fortitude partial; see text;
**Spell Resistance** no
This spell functions like *orb of acid*, except that it deals cold damage. In addition, a creature struck by an *orb of cold* must make a Fortitude save or be **staggered** for 1 round instead of being sickened.
###### Orb of Electricity, Lesser
**School** evocation [electricity]; **Level** arcanist 1,
bloodrager 1, magus 1, sorcerer 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of electricity
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
This spell functions like *lesser orb of acid*, except that it deals electricity damage.
###### Orb of Electricity
**School** evocation [electricity]; **Level** arcanist 4,
bloodrager 4, magus 4, sorcerer 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of electricity
**Duration** instantaneous
**Saving Throw** Fortitude partial;
**Spell Resistance** no
This spell functions like *orb of acid*, except that it deals electricity damage. In addition, a creature wearing metal armor struck by an *orb of electricity* must make a Fortitude save or be **blinded** for 1 round instead of being sickened.
###### Orb of Fire, Lesser
**School** evocation [fire]; **Level** arcanist 1, bloodrager 1,
magus 1, sorcerer 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of fire
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
This spell functions like *lesser orb of acid*, except that it deals fire damage.
\pagebreakNum
###### Orb of Fire
**School** evocation [fire]; **Level** arcanist 4, bloodrager 4,
magus 4, sorcerer 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** one orb of fire
**Duration** instantaneous
**Saving Throw** Fortitude partial; see text;
**Spell Resistance** no
This spell functions like *orb of acid*, except that it deals fire damage. In addition, a creature struck by an *orb of fire* must make a Fortitude save or [catch on fire](https://aonprd.com/Rules.aspx?ID=331) instead of being sickened.
###### Overwhelm
**School** enchantment (compulsion) [mind-affecting];
**Level** arcanist 6, sorcerer 6, witch 6, wizard 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** one creature
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
You grip the creature's head, and a surge of magical energy overwhelms its senses. With a touch, you deal nonlethal damage to the subject equal to the creature's current hit point total.
###### Persistent Blade
**School** evocation [force]; **Level** arcanist 1, bloodrager 1,
magus 1, sorcerer 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a silvered dagger)
**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 strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The blade attacks its designated target once each round on your turn. Its attack bonus equal to your caster level + your Intelligence or Charisma modifier, whichever is highest. As a force effect, it can strike ethereal and incorporeal creatures. It deals 1d4 points of damage, with a critical threat range of 19-20 and a critical multiplier of x2.
If an ally also attacks the creature, the blade moves on your turn to flank the target. If the blade 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** (2 acts) to switch the blade to a new target; otherwise, it continues to attack the previous round's target.
The blade cannot be attacked or harmed by physical attacks, but *dispel* *magic*, *disintegrate*, a sphere of annihilation, or a rod of cancellation affects it. The blade's AC is 12 (10, +2 size bonus for tiny object).
If an attacked creature has spell resistance, the resistance is checked the first time the *persistent blade* strikes it. 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.
###### Power Surge
**School** transmutation; **Level** arcanist 3, artificer 3,
magus 3, sorcerer 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** S
**Range** touch
**Target** wand or staff touched
**Duration** 1 minute/level
**Saving Throw** none; **Spell Resistance** no
By touching a wand or staff that has at least 1 charge, you imbue it with 1 temporary charge per five caster levels. When a character uses the item, deduct the charges spent from the temporary charges first. When the power surge expires, any remaining temporary charges are lost.
\pagebreakNum
###### Prismatic Mist
**School** evocation; **Level** arcanist 3, sorcerer 3, witch 3,
wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V
**Range** medium (100 ft. + 10 ft./level)
**Area** 30-ft.-radius spread
**Duration** 1 minute/level
**Saving Throw** see text;
**Spell Resistance** no
You call forth a thin, multihued mist that fills the area. Small incandescent lights, no brighter than candles, drift lazily throughout the mist.
The mist is too thin to obscure vision or provide concealment, but walking through it is hazardous. Each round, a creature that begins its turn in the area of the spell, or that enters the mist during its turn, is subject to one or more of the following effects based on the randomly determined color of the mist in the area around the creature.
Consult the table below to determine the color of the mist and its effect.
| d8 Roll | Color | Effect |
|:---:|:---|:---|
| **1** | **Red** | **1d12 fire damage** |
| **2** | **Orange** | **1d12 acid damage** |
| **3** | **Yellow** | **1d12 electricity damage** |
| **4** | **Green** | **1d12 poison damage** |
| **5** | **Blue** | **Staggered for 1 round** (Fort negates) |
| **6** | **Indigo** | **Confused for 1 round** (Will negates) |
| **7** | **Violet** | **Dazed for 1 round** (Reflex negates) |
| **8** | **Multihued** | **Roll twice** (ignoring 8s) |
\columnbreak
###### Rainbow Beam
**School** evocation [light]; **Level** arcanist 2, bloodrager 2,
magus 2, sorcerer 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a small clear gem or crystal prism
worth at least 10 gp)
**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.
#####
| d8 roll | Color | Damage Type |
|:---:|:---:|:---:|:---:|:---:|
| **1** |**Red**|**Fire**|
| **2** |**Orange**|**Acid**|
| **3** |**Yellow**|**Electricity**|
| **4** |**Green**|**Poison**|
| **5** |**Blue**|**Cold**|
| **6** |**Indigo**|**Sonic**|
| **7** |**Violet**|**Force**|
| **8** |**Multihued**|**Roll twice (ignore 8s)**|
###### Ray of Ice
**School** evocation [cold]; **Level** arcanist 2, sorcerer 2,
wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (ice or a vial of melted mountain
snow)
**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). The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.
\pagebreakNum
###### Reaving Dispel
**School** abjuration; **Level** arcanist 9, sorcerer 9, wizard 9
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** medium (100 ft. + 10 ft./level)
**Target** one creature, or object; or 20-ft.-radius burst
**Duration** instantaneous
**Saving Throw** see text;
**Spell Resistance** no
This spell functions like *[greater dispel magic](https://aonprd.com/SpellDisplay.aspx?ItemName=dispel%20magic)*. When casting a **targeted dispel** or **counterspell**, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself.
Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell's effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration. Once you reave a spell, you immediately identify it. If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell's effect as if you had cast it yourself.
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 you choose to reave a spell you have successfully counterspelled with *reaving dispel*, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to any targets or area you wish.
*Reaving dispel* can be used to cast an area dispel, but any magical effects so dispelled cannot be reaved.
###### Recitation
**School** conjuration (creation); **Level** cleric 4, oracle 4,
warpriest 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF (sacred text)
**Range** 60 ft.
**Target** all allies within a 60-ft.-radius burst centered 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.
\columnbreak
###### Regroup
**School** conjuration (teleportation); **Level** arcanist 3,
sorcerer 3, summoner 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one willing creature/level
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.
###### Reverse Arrows
**School** abjuration; **Level** arcanist 3, bloodrager 3,
sorcerer 3, summoner 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a piece of shell from a tortoise and
a ball of tree sap)
**Range** personal
**Target** you
**Duration** 10 minutes/level or until discharged
This spell functions like *[protection from arrows](https://aonprd.com/SpellDisplay.aspx?ItemName=Protection%20from%20Arrows)*, except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by the provided 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 the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
###### Rhino's Rush
**School** transmutation; **Level** antipaladin 1, bloodrager 1,
hunter 1, paladin 1, ranger 1
**Casting Time** 1 swift action (bonus act)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round
This spell allows you to propel yourself in a single deadly charge. Your next charge attack you make before the end of the round deals double damage on a successful hit.
\pagebreakNum
###### Righteous Aura
**School** abjuration [good, light]; **Level** paladin 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** personal
**Target** you
**Duration** 1 hour/level
**Saving Throw** Reflex half (see text);
**Spell Resistance** no
You are bathed in an unearthly glow for the duration of the spell, as a *[daylight](https://www.aonprd.com/SpellDisplay.aspx?ItemName=daylight)* spell. 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 centered 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. 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.
###### Ruby Ray of Reversal
**School** abjuration; **Level** arcanist 6, sorcerer 6, wizard 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a ruby worth at least 500 gp)
**Range** medium (100 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.
###### Sanctuary, Mass
**School** abjuration; **Level** cleric 5, oracle 5, warpriest 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**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** Will negates;
**Spell Resistance** no
This spell functions like *[sanctuary](https://aonprd.com/SpellDisplay.aspx?ItemName=sanctuary)*, except that it affects multiple creatures.
###### Sandblast
**School** evocation; **Level** druid 1, hunter 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** 10 ft.
**Area** 10-ft.-radius burst centered on you
**Duration** instantaneous
**Saving Throw** Reflex half;
**Spell Resistance** yes
Creatures in the area take 1d6 points of nonlethal damage. Any creature that fails its Reflex save is also **stunned** for 1 round. You are not harmed by the spell.
###### Scalding Touch
**School** evocation [fire]; **Level** arcanist 7, magus 6,
sorcerer 7, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** creature or creatures touched (up to one/level)
**Duration** instantaneous
**Saving Throw** Fortitude partial; see text
**Spell Resistance** yes
Your hand ignites with the white-hot fury of the sun, dealing 13d6 points of fire damage with a successful melee touch attack. The touched creature is also **dazed** for 1 round by the immense burning pain unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
\pagebreakNum
###### Scale Weakening
**School** transmutation; **Level** arcanist 2, bloodrager 2,
magus 2, sorcerer 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a shed snakeskin)
**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 natural armor 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 natural armor bonus to less than 0.
###### Sheltered Vitality
**School** abjuration; **Level** cleric 4, druid 4, hunter 4,
oracle 4, warpriest 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** touch
**Target** living creature touched
**Duration** 1 minute/level
**Saving Throw** Fortitude negates (harmless);
**Spell
Resistance** yes (harmless)
The subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
###### Shield of Faith, Mass
**School** abjuration; **Level** cleric 4, inquisitor 4, oracle 4,
warpriest 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature/level, no two of which are more than
30 ft. apart
**Duration** 1 minute/level
**Saving Throw** Will negates (harmless);
**Spell Resistance** yes (harmless)
This spell functions like *[shield of faith](https://aonprd.com/SpellDisplay.aspx?ItemName=shield%20of%20faith)*, except that it affects multiple allies at a distance.
###### Slide
**School** transmutation; **Level** arcanist 1, sorcerer 1, witch 1,
wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature
**Duration** instantaneous
**Saving Throw** Will 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. 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.
###### Slide, Greater
**School** transmutation; **Level** arcanist 2, sorcerer 2,
witch 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V
**Range** medium (100 ft. + 10 ft./level)
**Target** one creature
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
This spell functions like *slide*, except that you can slide the subject creature 20 feet in a straight line. 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. 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.
###### Slime Wave
**School** conjuration (summoning); **Level** cleric 7, druid 7,
oracle 7, shaman 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a few drops of stagnant pond water)
**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](https://aonprd.com/Rules.aspx?ID=272) that begins at the location you choose (within range) and violently spreads to the limit of the area. The wave splashes and splatters as it moves, clinging to the walls and ceilings of enclosed areas as well as the floor. In addition, one patch of green slime adheres to each creature in the area for every 5 feet of its face. Green slime devours flesh and organic materials on contact and even dissolves metal. A patch of green slime deals 1d6 points of Constitution damage per round that it is in contact with flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood. It does not harm stone.
On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away—processes that damage the victim as well as the slime. Extreme cold or heat, sunlight, or a *remove disease* spell destroys the green slime. Unlike normal green slime, the slime created by this spell evaporates at the end of the spell's duration.
\pagebreakNum
###### Sonic Shield
**School** evocation; **Level** arcanist 5, bard 3, skald 3,
sorcerer 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round/level
**Saving Throw** Fortitude negates (see text);
**Spell Resistance** no
The air around you shifts and shimmers as a field of pure sonic energy forms before you, repelling attacks with a blast of energy that sends the attacker stumbling backward.
This spell grants you a +4 deflection bonus to AC. In addition, any creature striking you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of sonic damage.
###### Sonorous Hum
**School** evocation [sonic]; **Level** arcanist 3, bard 2, skald 2,
sorcerer 3, witch 3, wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**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. You can end the spell as a free action. If you take damage, you must still make a concentration check to maintain the spell.
###### Spectral Touch
**School** necromancy; **Level** arcanist 6, magus 6, sorcerer 6,
wizard 6
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** one creature/level
**Duration** 1 round/level (D), see text
**Saving Throw** Fortitude negates;
**Spell Resistance** yes
Each successful melee touch attack you make (once per round, for a number of rounds equal to your caster level) bestows one negative level upon a living 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. 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.
###### Spell Immunity, Lesser
**School** abjuration; **Level** alchemist 2, cleric 2, inquisitor 2,
investigator 2, oracle 2, warpriest 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** creature touched
**Duration** 10 minutes/level
**Saving Throw** Will negates (harmless);
**Spell Resistance**
yes (harmless)
This spell protects one creature from a specified 1st or 2nd-level spell. The creature effectively has unbeatable spell resistance regarding the chosen spell. *Lesser spell immunity* can't protect a creature from a spell to which spell resistance doesn't apply. This spell works 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 school of spells or a group of spells with similar effects.
A creature can have only one *lesser spell immunity,* *spell immunity,* or *greater spell immunity* in effect at a time.
###### Spell Matrix, Lesser
**School** transmutation; **Level** arcanist 5, sorcerer 5,
wizard 5
**Casting Time** 1 minute
**Components** V, S, AF (a piece of amber with a minimum value of 500 gp.)
**Range** personal
**Target** you
**Effect** magical 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.
While the matrix is active, you can cast the spell stored in it as a **swift action** (1 act). 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 inside an *antimagic field*, the duration of the matrix is suppressed and cannot be activated. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.
You can use only one matrix at a time; if a second is cast, the first one is dispelled.
\pagebreakNum
###### Spell Matrix
**School** transmutation; **Level** arcanist 7, sorcerer 7,
wizard 7
**Casting Time** 1 minute
**Components** V, S, AF (a sapphire with a minimum value
of 1,000 gp)
**Range** personal
**Target** you
**Effect** magical matrix that holds two of your spells
**Duration** 10 minutes/level (D)
This spell functions like *lesser spell matrix*, except that you can store up to two spells of up to 3rd level. 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*. You can then discharge the two linked spells as a single **swift action** (1 act), just as if you were casting the lone spell from a spell matrix.
###### Spell Matrix, Greater
**School** transmutation; **Level** arcanist 9, sorcerer 9,
wizard 9
**Casting Time** 1 minute
**Components** V, S, AF (a diamond with a minimum value
of 1,500 gp)
**Range** personal
**Target** you
**Effect** magical matrix that holds three of your spells
**Duration** 10 minutes/level (D)
This spell functions like *lesser spell matrix*, except that you can store up to three spells of up to 3rd level. The matrix closes after 3 rounds and no more spells can be added, even if it is not full.
You can decide to link up to three spells stored in the matrix into a *spell sequence*. You can then discharge the linked spells as a single **swift action** (1 act).
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 *spell sequence* 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.
\columnbreak
###### Spell Resistance, Mass
**School** abjuration; **Level** cleric 7, oracle 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature/level, no two of which are more than
30 ft. apart
**Duration** 1 minute/level
**Saving Throw** Will negates (harmless);
**Spell Resistance**
yes (harmless)
Wrapping your allies in protective magic, you give them the ability to shrug off spells. This spell functions like [*spell resistance*](https://www.aonprd.com/SpellDisplay.aspx?ItemName=Spell%20Resistance), except as noted here.
###### Spell Theft
**School** abjuration; **Level** arcanist 5, bard 4, bloodrager 4,
magus 4, skald 4, sorcerer 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one creature
**Duration** instantaneous
**Saving Throw** none;
**Spell Resistance** no
You attempt to steal an opponent's beneficial spell effect for yourself. Upon casting this spell, you may instantly attempt to discern all spells currently affecting the target (using Knowledge [arcana] or Spellcraft). Then, spell functions like a **targeted** *[dispel magic](https://aonprd.com/SpellDisplay.aspx?ItemName=dispel%20magic)*. If the check succeeds, you gain the effect of the spell for the remainder of its duration, and the opponent loses that effect.
Only spells capable of being dispelled can be affected by *spell theft*. In addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails. For example, if you cast *spell theft* on a dire bear affected by *bull's strength* and *animal growth*, you could steal only the effect of the first spell unless you were also of the animal type.
\pagebreakNum
###### Sphere of Ultimate Destruction
**School** conjuration (creation); **Level** arcanist 9, sorcerer 9,
wizard 9
**Casting Time** 1 standard action (2 acts)
**Components** V, S, M (a pinch of dust from a disintegrated
creature)
**Range** medium (100 ft. + 10 ft./level)
**Effect** 5-ft.-diameter sphere
**Duration** 1 round/level (D)
**Saving Throw** Fortitude partial; see text;
**Spell Resistance** yes
You conjure a featureless black sphere of nothingness that disintegrates virtually anything it touches. The sphere flies up to 30 feet as long as you actively direct it (a move action, 1 act); otherwise, it merely stays in place. The sphere stops if it moves outside the spell’s range.
If the sphere enters a space with a creature, it stops moving and attacks. You must make a ranged touch attack against the single creature or object.
When struck by the sphere, a target 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. A disintegrated creature’s equipment is unaffected.
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.
When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter.
The sphere 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*.
###### Spiritual Vengeance
**School** evocation [force]; **Level** cleric 3, inquisitor 3,
oracle 3, paladin 2, shaman 3, warpriest 3
**Casting Time** 1 move action (1 act)
**Components** V, S, DF
**Range** 0 ft.
**Effect** magic weapon of force
**Duration** 1 round/level
**Saving Throw** none;
**Spell Resistance** no
A spectral weapon, mimicing your deity's favored weapon composed of pure force energy, springs into existence next to you.
Any time you are struck for damage by a melee attack, this weapon retaliates against your foe. Its attack bonus is your base attack bonus plus your Wisdom or Charisma modifier, whichever is highest. It deals 1d12 force damage per hit, + 1-1/2 times your Wisdom modifier or Charisma modifier, whichever is highest.
There is no limit to the number of attacks that this weapon can make. It shares a space with you.
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###### Split Charge
**School** transmutation; **Level** alchemist 1, arcanist 1,
bloodrager 1, cleric 1, investigator 1, magus 1, oracle 1,
sorcerer 1, warpriest 1, witch 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** personal
**Target** you
**Duration** 1 round/level
**Saving Throw** none;
**Spell Resistance** no
You are able to hold the charge for one touch spell per arm of your body as long as you don't use a charged limb to cast another spell or touch anything with it. Each touch spell you cast resides in a different forelimb. For the duration of this spell, any touch spells you cast are discharged only if you cast another spell with that forelimb or touch something with that forelimb.
###### Stored Lightning Bolt
**School** evocation [electricity]; **Level** arcanist 7, sorcerer 7,
wizard 7
**Components** V, S, M (a vial of acid and a lead ring)
**Casting Time** 1 standard action (2 acts)
**Range** 120 ft.
**Area** see text
**Duration** see text
**Saving Throw** Reflex half; **Spell Resistance** yes
This spell functions like *lightning bolt*, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. You unleash an arc of lightning that deals up to 1d6 electricity damage per caster level (max 20d6). You select the amount of delay upon completing the spell, and you can divide the damage dice between the initial bolt and a stored charge in an unoccupied 5-ft. square of stone or metal within range.
After the delay, the stored charge explodes in a 60-ft.-radius spread from the impact point, dealing the stored damage (Reflex half).
If a creature touches the charged surface before the delay ends, it triggers the explosion and takes double damage the stored amount of damage (Reflex half); others in the area take half.
\pagebreakNum
###### Storm Touch
**School** evocation [electricity]; **Level** arcanist 5,
bloodrager 4, magus 5, sorcerer 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** touch
**Target** creature or creatures touched (up to one/level)
**Duration** instantaneous
**Saving Throw** Fortitude partial; see text
**Spell Resistance** yes
Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. The touched creature is also **stunned** for 1 round unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
###### Strength of Conviction
**School** evocation [good or evil]; **Level** antipaladin 4,
paladin 4
**Casting Time** 1 swift action (1 act)
**Components** V
**Range** personal
**Target** you
**Duration** instantaneous
**Saving Throw** none; **Spell Resistance** no
When you cast this spell, you expend one daily use of *smite good* or *smite evil* ability. You choose one target within sight to smite. The target does not need to be evil (for smite evil) or good (for smite good).
###### Undead Lieutenant
**School** necromancy; **Level** antipaladin 3, arcanist 3,
cleric 3, oracle 3, shaman 3, sorcerer 3, warpriest 3,
wizard 3
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**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.
\columnbreak
###### Vulnerability
**School** transmutation; **Level** arcanist 5, cleric 5, oracle 5,
sorcerer 5, warpriest 5, wizard 5
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**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 every four caster levels beyond 9th, the subject's damage reduction lowers by an additional 5.
###### Wall of Dispel Magic
**School** abjuration; **Level** artificer 4, arcanist 4, cleric 4,
oracle 4, sorcerer 4, warpriest 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** A straight wall whose area is up to one 10-ft.
square/level
**Duration** 1 minute/level
**Saving Throw** none;
**Spell Resistance** no
This spell creates a shimmering white, transparent, and permeable barrier. Anyone passing through it becomes subject to a **targeted** *[dispel magic](https://aonprd.com/SpellDisplay.aspx?ItemName=dispel%20magic)* effect. A summoned creature can be dispelled by the effect. Attended items that pass through are not affected.
###### Wall of Greater Dispel Magic
**School** abjuration; **Level** arcanist 7, cleric 7, oracle 7,
sorcerer 7, wizard 7
**Casting Time** 1 standard action (2 acts)
**Components** V, S, DF
**Range** close (25 ft. + 5 ft./2 levels)
**Effect** A straight wall whose area is up to one 10-ft.
square/level
**Duration** 1 minute/level
**Saving Throw** none;
**Spell Resistance** no
This spell functions like *wall of dispel magic*, except that anyone passing through becomes subject to a **targeted** *[greater dispel magic](https://aonprd.com/SpellDisplay.aspx?ItemName=dispel%20magic)*
\pagebreakNum
###### Whelm
**School** enchantment (compulsion) [mind-affecting];
**Level** arcanist 1, sorcerer 1, witch 1, wizard 1
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one living creature
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
You launch a magical assault that wears at the target's mind, dealing 1d6 points of nonlethal damage if it fails its saving throw. For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.
###### Whelm, Mass
**School** enchantment (compulsion) [mind-affecting];
**Level** arcanist 4, sorcerer 4, witch 4, wizard 4
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** close (25 ft. + 5 ft./2 levels)
**Target** one living creature/level, no two of which are more
than 30 ft. apart
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
This spell functions like *whelm*, except that it affects multiple targets and it deals 1d6 points of nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.
###### Whelming Blast
**School** enchantment (compulsion) [mind-affecting];
**Level** arcanist 2, sorcerer 2, witch 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S
**Range** 30 ft.
**Area** cone-shaped burst
**Duration** instantaneous
**Saving Throw** Will negates;
**Spell Resistance** yes
You assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.
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###### Whirling Weapon
**School** transmutation; **Level** arcanist 2, bard 2,
bloodrager 2, magus 2, skald 2, sorcerer 2, wizard 2
**Casting Time** 1 standard action (2 acts)
**Components** V, S, AF (a melee weapon that you hurl)
**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 single 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 for your Strength modifier on the weapon's attack roll and damage roll. 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.
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# About the GM
Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.
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