Pathfinder Reference Document
Pathfinder Reference Document

Spell Lists

The following lists summarize the new spells presented in this book, arranged by class and level. A superscript "F" or "M" appearing at the end of a spell's name in the spell lists denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: These lists present the spells in alphabetical order by name, except when a spell's name begins with "communal," "lesser," "greater," or "mass," in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. The word "level" in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: "Creature" and "character" are used synonymously in the short descriptions.

Communal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. When you divide the duration, you must divide it as evenly as possible among the targets. Furthermore, unless a communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration given in the spell description. For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, then each target must receive 10 minutes of duration. The extra 10 minutes of duration must be assigned to one of the four targets (your choice) or it is wasted.

A Note on Alchemists: Alchemists can dispense communal formulae to creatures only if they have the infusion discovery. Without it, an alchemist cannot use communal spells as formulae.

Alchemist Spells

1st-Level Alchemist Spells

Adhesive Spittle: Spit a tanglefoot bag at a creature.

Blurred Movement: As blur, but only while you are moving.

Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.

Heightened Awareness: Your recall and ability to process information improve.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Long Arm: Your arms lengthen, giving you extra reach.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.

2nd-Level Alchemist Spells

Adhesive Blood: Attackers' weapons stick to your gluey blood.

Air Step: Tread unsteadily on air, with limitations.

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

Focused Scrutiny: Gain skill bonuses when interacting with the target.

Investigative Mind: Roll twice and take the higher roll when using certain mental skills.

3rd-Level Alchemist Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Aura Sight: Alignment auras become visible to you.

Blood SentinelM: Animate an animal sculpture to be your temporary familiar.

Disable Construct: Touch attack makes a construct helpless for 1 round/level.

Nauseating Trail>: Creature leaves a trail of stinking cloud squares.

4th-Level Alchemist Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Enchantment Foil: Trick opponents who try to cast enchantments on you.

Eyes of the Void: See 60 ft. in darkness, including magical darkness.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Unbearable Brightness: Your glowing body dazzles or blinds others.

6th-Level Alchemist Spells

Sonic Form: Turn yourself into a creature of semisolid sound.

Antipaladin Spells

1st-Level Antipaladin Spells

Animal Purpose Training: Animal gains a new general purpose

2nd-Level Antipaladin Spells

Bullet WardF: Adamantine bullets intercept firearm attacks.

Widen Auras: Increase the range of auras bestowed by your class.

3rd-Level Antipaladin Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Bestow Auras: Transfer your paladin or antipaladin auras to another creature.

4th-Level Antipaladin Spells

Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.

Eyes of the Void: See 60 ft. in darkness, including magical darkness.

Bard Spells

1st-Level Bard Spells

Alter Musical Instrument>F: Make one instrument sound like a different kind of instrument.

Blurred Movement: As blur, but only while you are moving.

Discern Next of Kin: Read the target's mind to learn about its family.

Disguise Weapon: Changes one weapon's appearance.

Glue Seal: Makes one 5-ft. square or one object sticky.

Heightened Awareness: Your recall and ability to process information improve.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Memorize PageF: Target perfectly memorizes one page of information.

2nd-Level Bard Spells

Air Step: Tread unsteadily on air, with limitations.

Animal Purpose Training: Animal gains a new general purpose.

Anonymous Interaction: Creatures forget details about you and conversations with you.

Bullet WardM: Adamantine bullets intercept firearm attacks.

Buoyancy: Targets easily float on water.

Focused Scrutiny: Gain skill bonuses when interacting with the target.

Heightened Reflexes: Each ally in area gains a +10 bonus on one Reflex save.

Investigative Mind: Roll twice and take the higher roll when using certain mental skills.

Marching Chant: Allies can hustle without penalty while you sing or chant.

Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.

Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.

Silent Table: Give yourself privacy by muffling sound leaving the area.

Sonic Scream: Create a cone of damaging sound at will.

Whip of Spiders: Create a whip made of poisonous spiders.

3rd-Level Bard Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Contingent Action: Set the condition for triggering a target's readied standard, move, or swift action.

Flexible Fury: Swap one rage power for another.

Pierce Disguise: See through low-level magical disguises.

Triggered Suggestion: As suggestion, but triggered only and target doesn't remember the suggestion.

Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.

4th-Level Bard Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Contingent ScrollF, M: Transfer a scroll's power to the target; the scroll is then triggered as contingency.

Feast on Fear: Targets are panicked, and you gain temporary hit points.

Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.

Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.

5th-Level Bard Spells

Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Bard Spells

Magnifying Chime: Touched object deals increasing sonic damage each round.

Sonic Form: Turn yourself into a creature of semisolid sound.

Whip of Ants: Create a whip made of army ants.

Bloodrager Spells

1st-Level Bloodrager Spells

Blade Lash: Use your weapon like a whip to trip an opponent.

Blurred Movement: As blur, but only while you are moving.

Line in the Sand: Increase your attacks of opportunity per round.

Long Arm: Your arms lengthen, giving you extra reach.

Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.

Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.

Thunderstomp: Trip one creature within range.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Bloodrager Spells

Adhesive Blood: Attackers' weapons stick to your gluey blood.

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.

Sonic Scream: Create a cone of damaging sound at will.

Stone Discus: Flying discus deals bludgeoning or slashing damage.

3rd-Level Bloodrager Spells

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.

Thunderstomp, Greater: Trip multiple creatures within range.

4th-Level Bloodrager Spells

Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

Cleric Spells

1st-Level Cleric Spells

Blessed Fist: Target doesn't provoke attacks of opportunity with unarmed strikes.

Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.

Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

2nd-Level Cleric Spells

Air Step: Tread unsteadily on air, with limitations.

Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.

Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.

Marching Chant: Allies can hustle without penalty while you sing or chant.

Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.

Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.

Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.

Silent Table: Give yourself privacy by muffling sound.

Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.

Unliving Rage: As rage, except affecting only undead.

3rd-Level Cleric Spells

Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.

Aura Sight: Alignment auras become visible to you.

Mantle of Calm: Neutralize the rage effects of those who have attacked you.

Mark of Obvious Ethics: Other creatures can determine the target's alignment.

Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

4th-Level Cleric Spells

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.

Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.

Enchantment Foil: Trick opponents who try to cast enchantments on you.

Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.

Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.

Speak with Haunt: Haunt answers one question/2 levels.

Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.

5th-Level Cleric Spells

Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.

Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.

6th-Level Cleric Spells

Spellcrash: Target loses a 5th-level prepared spell or spell slot.

8th-Level Cleric Spells

Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.

Druid Spells

1st-Level Druid Spells

Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.

Heightened Awareness: Your recall and ability to process information improve.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.

Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Thunderstomp: Trip one creature within range.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Druid Spells

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.

Air Step: Tread unsteadily on air, with limitations.

Animal Purpose Training: Animal gains a new general purpose.

Beastspeak: Speak normally while in animal form.

Climbing Beanstalk: Create a beanstalk that is easy to climb.

Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.

Euphoric CloudM: Fog obscures vision and fascinates living creatures.

Sickening Entanglement: As entangle, but plants have sickening sap.

Stone Discus: Flying discus deals bludgeoning or slashing damage.

Whip of Spiders: Create a whip made of poisonous spiders.

3rd-Level Druid Spells

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.

Nauseating Trail: Creature leaves a trail of stinking cloud squares.

Stench of Prey: Predatory animals must successfully save or attack the target.

Thorny Entanglement: As entangle, plus plants make ranged attacks.

Thunderstomp, Greater: Trip multiple creatures within range.

4th-Level Druid Spells

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.

Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.

Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

Slowing Mud: Targets are covered in mud that blinds them and acts like slow.

5th-Level Druid Spells

Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Druid Spells

Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.

Whip of Ants: Create a whip made of army ants.

7th-Level Druid Spells

Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.

Inquisitor Spells

1st-Level Inquisitor Spells

Animal Purpose Training: Animal gains a new general purpose.

Heightened Awareness: Your recall and ability to process information improve.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.

Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.

Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

2nd-Level Inquisitor Spells

Bullet WardF: Adamantine bullets intercept firearm attacks.

Focused Scrutiny: Gain skill bonuses when interacting with the target.

Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.

Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.

Stricken Heart: Touch attack deals 2d6 damage and staggers target.

Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.

3rd-Level Inquisitor Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.

Mantle of Calm: Neutralize the rage effects of those who have attacked you.

Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.

Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

4th-Level Inquisitor Spells

Aura Sight: Alignment auras become visible to you.

Enchantment Foil: Trick opponents who try to cast enchantments on you.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.

Magus Spells

1st-Level Magus Spells

Blade Lash: Use your weapon like a whip to trip an opponent.

Blurred Movement: As blur, but only while you are moving.

Disguise Weapon: Changes one weapon's appearance.

Glue Seal: Makes one 5-ft. square or one object sticky.

Line in the Sand: Increase your attacks of opportunity per round.

Long Arm: Your arms lengthen, giving you extra reach.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.

Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.

Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.

Thunderstomp: Trip one creature within range.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Magus Spells

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.

Euphoric CloudM: Fog obscures vision and fascinates living creatures.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.

River Whip: Create a whip of water that you wield as a weapon.

Sonic Scream: Create a cone of damaging sound at will.

Stone Discus: Flying discus deals bludgeoning or slashing damage.

Time Shudder: Nearby creatures are affected by haste or slow each round.

3rd-Level Magus Spells

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.

Nauseating Trail>: Creature leaves a trail of stinking cloud squares.

Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.

Thunderstomp, Greater: Trip multiple creatures within range.

4th-Level Magus Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.

Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

5th-Level Magus Spells

Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.

Paladin Spells

1st-Level Paladin Spells

Animal Purpose Training: Animal gains a new general purpose.

Blessed Fist: Target doesn't provoke attacks of opportunity with unarmed strikes.

Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.

Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

2nd-Level Paladin Spells

Bullet WardF: Adamantine bullets intercept firearm attacks.

Shield Companion: As shield other, but affecting your companion creature.

Widen Auras: Increase the range of auras bestowed by your class.

3rd-Level Paladin Spells

Bestow Auras: Transfer your paladin or antipaladin auras to another creature.

Mantle of Calm: Neutralize the rage effects of those who have attacked you.

Shield of Fortification: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.

Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

4th-Level Paladin Spells

Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.

Planslayer's Call: Allies gain benefits against outsiders of an alignment you choose.

Ranger Spells

1st-Level Ranger Spells

Animal Purpose Training: Animal gains a new general purpose.

Heightened Awareness: Your recall and ability to process information improve.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.

Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Thunderstomp: Trip one creature within range.

2nd-Level Ranger Spells

Air Step: Tread unsteadily on air, with limitations.

Bullet WardF: Adamantine bullets intercept firearm attacks.

Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.

Enemy Insight: Grant others a bonus against your favored enemies.

Shield Companion: As shield other, but affecting your companion creature.

Sickening Entanglement: As entangle, but plants have sickening sap.

3rd-Level Ranger Spells

Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures.

Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.

Stench of Prey: Predatory animals must successfully save or attack the target.

Thorny Entanglement: As entangle, plus plants make ranged attacks.

Thunderstomp, Greater: Trip multiple creatures within range.

Shaman Spells

1st-Level Shaman Spells

Discern Next of Kin: Read the target's mind to learn about its family.

Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.

Heightened Awareness: Your recall and ability to process information improve.

Hex Vulnerability: Reuse a hex on a specific target.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Sense Spirit Magic: Gain bonuses on identifying and resisting spells associated with your spirits.

Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Shaman Spells

Animal Purpose Training: Animal gains a new general purpose.

Beastspeak: Speak normally while in animal form.

Buoyancy: Targets easily float on water.

Focused Scrutiny: Gain skill bonuses when interacting with the target.

Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.

Shield Companion: As shield other, but affecting your companion creature.

Sickening Entanglement: As entangle, but plants have sickening sap.

3rd-Level Shaman Spells

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Aura Sight: Alignment auras become visible to you.

Font of Spirit MagicM: When allies cast your spirit's spells, they gain other bonuses.

Hex GlyphM: Inscription casts your hex on those who pass it.

Mantle of Calm: Neutralize the rage effects of those who have attacked you.

Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Nauseating Trail>: Creature leaves a trail of stinking cloud squares.

Pierce Disguise: See through low-level magical disguises.

Polymorph Familiar: Give your familiar the shape of another animal.

Speak with Haunt: Haunt answers one question/2 levels.

Stench of Prey: Predatory animals must successfully save or attack the target.

Stricken Heart: Touch attack deals 2d6 damage and staggers target.

Thorny Entanglement: As entangle, plus plants make ranged attacks.

4th-Level Shaman Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.

Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Slowing Mud: Targets are covered in mud that blinds them and acts like slow.

5th-Level Shaman Spells

Feast on Fear: Targets are panicked, and you gain temporary hit points.

Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.

7th-Level Shaman Spells

Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Adhesive Spittle: Spit a tanglefoot bag at a creature.

Alter Musical Instrument>F: Make one instrument sound like a different kind of instrument.

Blurred Movement: As blur, but only while you are moving.

Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.

Discern Next of Kin: Read the target's mind to learn about its family.

Disguise Weapon: Changes one weapon's appearance.

Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.

Glue Seal: Makes one 5-ft. square or one object sticky.

Heightened Awareness: Your recall and ability to process information improve.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Line in the Sand: Increase your attacks of opportunity per round.

Long Arm: Your arms lengthen, giving you extra reach.

Memorize PageF: Target perfectly memorizes one page of information.

Mirror Polish: Polish a metal item until it's usable as a mirror.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.

Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.

Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).

Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.

Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.

Thunderstomp: Trip one creature within range.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Sorcerer/Wizard Spells

Adhesive Blood: Attackers' weapons stick to your gluey blood.

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.

Air Step: Tread unsteadily on air, with limitations.

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Bullet WardF: Adamantine bullets intercept firearm attacks.

Buoyancy: Targets easily float on water.

Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.

Crimson Confession: Touching the marked object or area turns one's skin red.

Euphoric CloudM: Fog obscures vision and fascinates living creatures.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

Investigative Mind: Roll twice and take the higher roll when using certain mental skills.

Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.

Mirror Hideaway: As many as eight creatures hide in an extradimensional space.

Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.

River Whip: Create a whip of water that you wield as a weapon.

Silent Table: Give yourself privacy by muffling sound leaving the area.

Sonic Scream: Create a cone of damaging sound at will.

Stone Discus: Flying discus deals bludgeoning or slashing damage.

Stricken Heart: Touch attack deals 2d6 damage and staggers target.

Time Shudder: Nearby creatures are affected by haste or slow each round.

Twilight Haze: Illusory fog obscures vision.

Whip of Spiders: Create a whip made of poisonous spiders.

3rd-Level Sorcerer/Wizard Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Aura Sight: Alignment auras become visible to you.

Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.

Blood SentinelM: Animate an animal sculpture to be your temporary familiar.

Contingent Action: Set the condition for triggering a target's readied standard, move, or swift action.

Disable Construct: Touch attack makes a construct helpless for 1 round/level.

Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.

Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Nauseating Trail>: Creature leaves a trail of stinking cloud squares.

Pierce Disguise: See through low-level magical disguises.

Polymorph Familiar: Give your familiar the shape of another animal.

Shield Companion: As shield other, but affecting your companion creature.

Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.

Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

Thunderstomp, Greater: Trip multiple creatures within range.

Unliving Rage: As rage, except affecting only undead.

Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.

4th-Level Sorcerer/Wizard Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.

Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.

Contingent ScrollF, M: Transfer a scroll's power to the target; the scroll is then triggered as contingency.

Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.

Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.

Enchantment Foil: Trick opponents who try to cast enchantments on you.

Eyes of the Void: See 60 ft. in darkness, including magical darkness.

Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

Mirror Transport: Mirror becomes a multiple-use dimension door.

Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.

Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.

Triggered Suggestion: As suggestion, but triggered only and target doesn't remember the suggestion.

Unbearable Brightness: Your glowing body dazzles or blinds others.

Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.

5th-Level Sorcerer/Wizard Spells

Feast on Fear: Targets are panicked, and you gain temporary hit points.

Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.

Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.

Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Sorcerer/Wizard Spells

Banshee Blast: Cone deals 1d4 per level and panics creatures.

Sonic Form: Turn yourself into a creature of semisolid sound.

Spellcrash: Target loses a 5th-level prepared spell or spell slot.

Whip of Ants: Create a whip made of army ants.

7th-Level Sorcerer/Wizard Spells

Dimensional Bounce: Teleport multiple times between two designated locations.

8th-Level Sorcerer/Wizard Spells

Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.

Summoner Spells

1st-Level Summoner Spells

Blurred Movement: As blur, but only while you are moving.

Glue Seal: Makes one 5-ft.-square or one object sticky.

Long Arm: Your arms lengthen, giving you extra reach.

2nd-Level Summoner Spells

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Time Shudder: Nearby creatures are affected by haste or slow each round.

Whip of Spiders: Create a whip made of poisonous spiders.

3rd-Level Summoner Spells

Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.

Shield Companion: As shield other, but affecting your companion creature.

4th-Level Summoner Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

5th-Level Summoner Spells

Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Summoner Spells

Dimensional Bounce: Teleport multiple times between two designated locations.

Whip of Ants: Create a whip made of army ants.

Witch Spells

1st-Level Witch Spells

Adhesive Spittle: Spit a tanglefoot bag at a creature.

Alter Musical Instrument>F: Make one instrument sound like a different kind of instrument.

Animal Purpose Training: Animal gains a new general purpose.

Discern Next of Kin: Read the target's mind to learn about its family.

Disguise Weapon: Changes one weapon's appearance.

Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.

Hex Vulnerability: Reuse a hex on a specific target.

Long Arm: Your arms lengthen, giving you extra reach.

Memorize PageF: Target perfectly memorizes one page of information.

Mirror Polish: Polish a metal item until it's usable as a mirror.

Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.

Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.

Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Witch Spells

Adhesive Blood: Attackers' weapons stick to your blood.

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.

Air Step: Tread unsteadily on air, with limitations.

Anonymous Interaction: Creatures forget details about you and conversations with you.

Beastspeak: Speak normally while in animal form.

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Bullet WardF: Adamantine bullets intercept firearm attacks.

Buoyancy: Targets easily float on water.

Climbing Beanstalk: Create a beanstalk that is very easy to climb.

Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.

Crimson Confession: Touching the marked object or area turns one's skin red.

Euphoric CloudM: Fog obscures vision and fascinates living creatures.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

Investigative Mind: Roll twice and take the higher roll when using certain mental skills.

Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.

Mirror Hideaway: As many as eight creatures hide in an extradimensional space.

Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.

River Whip: Create a whip of water that you wield as a weapon.

Silent Table: Give yourself privacy by muffling sound leaving the area.

Stone Discus: Flying discus deals bludgeoning or slashing damage.

Stricken Heart: Touch attack deals 2d6 damage and staggers target.

Twilight Haze: Illusory fog obscures vision.

Whip of Spiders: Create a whip made of poisonous spiders.

3rd-Level Witch Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Aura Sight: Alignment auras become visible to you.

Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.

Disable Construct: Touch attack makes a construct helpless for 1 round/level.

Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.

Hex GlyphM: Inscription casts your hex on those who pass it.

Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Nauseating Trail>: Creature leaves a trail of stinking cloud squares.

Pierce Disguise: See through low-level magical disguises.

Polymorph Familiar: Give your familiar the shape of another animal.

Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, more against unarmored targets.

Thorny Entanglement: As entangle, plus plants make ranged attacks.

Unliving Rage: As rage, except affecting only undead.

4th-Level Witch Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.

Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.

Enchantment Foil: Trick opponents who try to cast enchantments on you.

Mirror Transport: Mirror becomes a multiple-use dimension door.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Speak with Haunt: Haunt answers one question/2 levels.

Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.

Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.

Triggered Suggestion: As suggestion, but triggered only and target doesn't remember the suggestion.

Unbearable Brightness: Your glowing body dazzles or blinds others.

Wall of Blindness/Deafness: Creatures that pass through a translucent wall are blinded or deafened.

5th-Level Witch Spells

Feast on Fear: Targets are panicked, and you gain temporary hit points.

Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.

Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Witch Spells

Banshee Blast: Cone deals 1d4 per level and panics creatures.

Spellcrash: Target loses a 5th-level prepared spell or spell slot.

Whip of Ants: Create a whip made of army ants.

7th-Level Witch Spells

Dimensional Bounce: Teleport multiple times between two designated locations.

Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.

Familiar Double: As project image, but the image follows your familiar.

8th-Level Witch Spells

Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.