AMZN_Banner

Tuesday, April 8, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with A

by Tim Wallace


ABSORB TOXICITY
School necromancy; Level alchemist 3, druid 4, sorcerer/wizard 5, witch 4
Casting Time 1 standard action
Components V, S, M (a thorn from a poisonous plant)
Range personal
Target you
Duration 10 minutes/level or until discharged
Saving Throw see text; Spell Resistance no
You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting absorb toxicity on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.
While you have a disease or poison absorbed, you can use a melee touch attack to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try to transfer the affliction again in subsequent rounds. If you hit, this spell is discharged, and your target must make a saving throw against the transferred affliction (DC equal to this spell's save DC or the affliction's save DC, whichever is higher) or suffer its effect or initial effect immediately. The target then continues to suffer from the affliction's normal effects.
If the spell's duration expires before you have transferred the affliction, you are exposed to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus on saves against that particular instance of the poison or disease.
Diminished Effects The spell’s duration is reduced to 1 minute/level or until discharged.
Heightened Effects The spell’s range becomes touch and its target becomes one living creature.

ABSORBING TOUCH
School transmutation; Level alchemist 3
Casting Time 1 standard action
Components S
Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Fortitude negates (object); Spell Resistance no
You absorb the next object your hand touches into your body. If you are already holding an object, you can attempt to absorb it; otherwise, you may touch an object as a standard action separate from casting the spell. You can absorb any nonmagical, nonliving object weighing no more than 1 pound per caster level. A container and its contents count as a single object. Objects in the possession of another creature receive a Fortitude saving throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.
An absorbed object melds with your hand and cannot be targeted, but the object's weight still counts against your carrying capacity. If you dismiss the spell, the item appears in the hand that absorbed it, or falls to the ground if that hand is full. Multiple castings let you absorb additional items, but you can only store a single item per hand.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects The spell’s duration becomes permanent. If you dismiss the spell, the effect ends and the item appears in one of your hands, or falls to the ground if your hands are full. You still can only store a single item per hand.

ACID PIT
School conjuration (creation) [acid]; Level sorcerer/wizard 4, summoner 4
Components V, S, M (drop of acid), F (Fine shovel worth 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; see text; Spell Resistance no
This spell functions as create pit, except that it places a 5-foot-deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed (see Table: Items Affected by Magical Attacks). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and the pit has a maximum depth of 5 feet.
Heightened Effects Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d8 points of acid damage per round spent in contact with the acid.

ACIDIC SPRAY
School conjuration (creation) [acid]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a vial of acid worth 10 gp)
Range 60 ft.
Effect 60-ft. line
Duration instantaneous
Saving Throw Reflex partial (see text); Spell Resistance yes
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage).
Diminished Effects The spell deals 1d4 points of acid damage per caster level (maximum 15d4).
Heightened Effects The spell deals 1d8 points of acid damage per caster level (maximum 15d8).

AGE RESISTANCE
School transmutation; Level alchemist 4, druid 6, sorcerer/wizard 6, witch 6
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 24 hours
You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to Strength, Dexterity, and Constitution that accrued at middle age and old age. You retain the age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell. Additional penalties that you accrue upon becoming old or venerable apply in full.
Diminished Effects You only ignore the penalties to Strength, Dexterity, and Constitution that accrued at middle age.
Heightened Effects You ignore the penalties to Strength, Dexterity, and Constitution that accrued at middle age, old age, and venerable age.
Notes This spell combines the effects of the following spells: age resistance, greater age resistance, and lesser age resistance.

AGONIZE
School evocation [evil, pain]; Level cleric/oracle 3, sorcerer/wizard 4, summoner 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one conjured outsider or elemental (see text)
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
You afflict a creature you have conjured via planar ally (or a similar spell) with bolts of vicious energy. These foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The targeted creature must make a Fortitude save or take a –1 penalty for every 2 levels you possess (maximum –10) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune to nonlethal damage.
Diminished Effects The targeted creature must make a Fortitude save or take a –1 penalty for every 2 levels you possess (maximum –5) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 10% for every 4 levels you possess (maximum 30% reduction).
Heightened Effects In addition to the above effects, the conjured outsider or elemental is subjected to the effects of the ill omen spell.

AIR WALK
School transmutation [air]; Level alchemist 4, cleric/oracle 4, druid 4; Domain air 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature (Gargantuan or smaller) touched
Duration 10 min./level
Saving Throw none; Spell Resistance yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
Diminished Effects The spell’s duration is reduced to 1 minute/level, and the target is outlined in a soft blue light which imposes a –4 penalty on Stealth checks to hide and allows other creatures to target the square it is in if the target is invisible.
Heightened Effects The spell’s target changes to creatures touched, but you divide the duration in 10-minute intervals among the creatures touched.
Notes This spell combines the effects of the following spells: air walk and communal air walk.

AMPLIFY ELIXIR
School transmutation; Level alchemist 3
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round/level
This extract greatly enhances the effects of any potion or elixir you consume. For the duration of this extract, any potion or elixir you consume is treated as if it were empowered. Increase all variable, numeric effects of the potion or elixir by half. If the potion or elixir does not have any variable, numeric effects, it is instead treated as if it were extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable, numeric effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you, but it has no effect on oils that target your equipment.
Diminished Effects The variable, numeric effects of the potion or elixir are only increased by one quarter. If the potion or elixir does not have any variable, numeric effects, its duration is increased by half instead.
Heightened Effects The variable, numeric effects of the potion or elixir are doubled. If the potion or elixir does not have any variable, numeric effects, its duration is tripled instead.

ANIMAL GROWTH
School transmutation; Level druid 5, ranger 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one animal (Gargantuan or smaller)
Duration 1 min./level
Saving Throw Fortitude negates; Spell Resistance yes
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command over an enlarged animal.
Multiple magical effects that increase size do not stack.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its duration is reduced to 1 round/level.
Heightened Effects In addition to the above effects, the target animal is affected by the rage spell for a number of rounds equal to its modified Constitution modifier.

ANIMATE DEAD
School necromancy [evil]; Level antipaladin 3, cleric/oracle 3, sorcerer/wizard 4; Domain death 3, souls 3
Casting Time 1 standard action
Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Diminished Effects The spell’s target changes to one corpse and you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies.
Heightened Effects Variant skeletons and zombies created by animate dead count as their normal number of Hit Dice (instead of twice their normal number of Hit Dice; see Variant Skeletons).
Notes This spell combines the effects of the following spells: animate dead and lesser animate dead.

ANTHROPOMORPHIC ANIMAL
School transmutation (polymorph); Level druid 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a humanoid thumb bone)
Range touch
Target animal touched
Duration 1 hour/level
Saving Throw Fortitude negates; Spell Resistance yes
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).
Anthropomorphic animal can be made permanent with a permanency spell cast by a caster of 11th level or higher at a cost of 7,500 gp.
Diminished Effects The spell’s duration is reduced to 10 minutes/level.
Heightened Effects The creature is gains proficiency will all simple weapons.

ANTIPLANT SHELL
School abjuration; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.
Diminished Effects The spell must be cast on a fixed point in space. In addition, plants may attempt to bypass the ward by making a Will save (DC 13 + your Wisdom modifier).
Heightened Effects The spell also repels oozes and molds, and forces any normal plants within the field to the outside of it (both in the original area and as the antiplant shell moves). Normal plants with minimal substance (grass, weeds, and so on) are pushed aside with no save. Normal plants of any real substance (such as bushes, saplings, or trees) may attempt a Fortitude save to remain inside the shell, but are otherwise uprooted and sent to the far edges of the field. Other plants (those that are ambulatory or able to attack) are kept at bay as noted above. Additionally, if any such plant brings itself into contact with the field, it must make a Fortitude save or be knocked back 10 feet. You can selectively allow any plants you want to pass through the field.

AQUEOUS ORB
School conjuration (creation) [water]; Level druid 3, magus 3, sorcerer/wizard 3,summoner 3; Bloodline aquatic 3
Casting Time 1 standard action
Components V, S, M (a drop of water and a glass bead)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.
Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./level), the aqueous orb only deals 1d6 points of nonlethal damage, and the sphere’s diameter is reduced to 5 feet. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Medium or less. The orb may hold one Medium creature, 4 Small, or 16 Tiny or smaller creatures within it.
Heightened Effects The aqueous orb deals 4d6 points of nonlethal damage and the sphere’s diameter is increased to 20 feet. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Huge or less. The orb may hold one Huge creature, 4 Large, or 16 Medium or smaller creatures within it.

ARBOREAL HAMMER
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one Huge or larger tree
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell animates a tree's branch and directs it against your foes. At caster level 10th or lower, you can target a Huge tree. At caster level 11th–15th, you can target a Gargantuan tree, and at caster level 16th or higher you can target a Colossal tree. The animated branch makes slam attacks with a Strength score equal to 10 + your caster level. The branch strikes once per round with an attack bonus equal to your caster level + the branch's Strength modifier, adjusted by the appropriate size modifier (–2 for Huge, –4 for Gargantuan, –8 for Colossal). A Huge tree's slam deals 2d6 points of damage, a Gargantuan tree's slam deals 3d6 points of damage, and a Colossal tree's slam deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and a Colossal has reach 30 feet. The tree attacks the creature you designate when you cast the spell, and is unable to move. You can direct the tree against a new target as a move action. The tree does not gain a bonus for flanking, nor can it help another combatant flank. It cannot attack a foe you cannot see.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./level) and you may only target a Large tree. The branch strikes once per round with an attack bonus equal to your caster level + the branch's Strength modifier, adjusted by a –1 size modifier for being Large. The Large tree's slam deals 1d6 points of damage plus 1-1/2 times its Strength modifier. The Large tree has reach 10 feet.
Heightened Effects You may animate two branches of a single tree size Colossal or smaller (dependent on your caster level).

ARCANA THEFT
School abjuration; Level magus 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving throw or spell resistance check against this spell and must accept its effects even if they are not beneficial. This does not alter the spell's duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original target.
Diminished Effects You make the caster level check to dispel at a –5 penalty.
Heightened Effects You may choose which spell affecting the target which you would like be affected by. You must be aware of what spells are affecting the target (via detect magic, arcane sight, true seeing, or a similar effect) to choose this option.

ARCANE CONCORDANCE
School evocation; Level bard 3
Casting Time 1 standard action
Components V, S, M (a spent wand)
Range personal
Target you
Area 10-ft.-radius emanation centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance no
A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or casting time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).
Diminished Effects Any arcane spell cast by a creature within the area only gains a +1 enhancement bonus to the DC of any saving throws against the spell (and no metamagic effect).
Heightened Effects The spell affects both divine and arcane spells cast by creatures with the area.

ARCANE EYE
School divination (scrying); Level alchemist 4, sorcerer/wizard 4, witch4; Domain arcane 4
Casting Time 10 minutes
Components V, S, M (a bit of bat fur)
Range unlimited
Effect magical sensor
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
Diminished Effects The arcane eye is visible and can be attacked. It is considered be of Fine size with a Dexterity score of 20 and AC 23. It has 1 hit point. If it is destroyed, you suffer 1d6 points of damage.
Heightened Effects The arcane eye is incorporeal and can pass through solid barriers.

ARCANE SIGHT
School divination; Level alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.
Diminished Effects The spell’s duration becomes concentration, up to 1 minute/level.
Heightened Effects The spell’s range becomes touch and its target becomes one creature.

ARCHON'S AURA
School evocation [good, lawful]; Level cleric/oracle 3, paladin 3
Casting Time 1 standard action
Component V, S
Range 20 ft.
Area 20-ft. radius centered on you
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You gain a powerful aura, similar to an archon's aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon's aura.
Diminished Effects The spell’s range and area is reduced to a 10-foot radius centered on you.
Heightened Effects If a creature fails its Will save, it takes a –4 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack.

ASH STORM
School conjuration (creation) [fire]; Level druid 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a pinch of ash)
Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Driving ash blocks all sight (even darkvision) within the spell's area of effect, and falling cinders cause the ground in the area to become difficult terrain.
Diminished Effects The spell’s range is reduced to medium (100 ft. + 10 ft./level) and its area is reduced to a cylinder with a 20-foot radius, 10 feet high.
Heightened Effects The ash deals 2d6 points of fire damage each round to any creatures within the affected area. In addition, affected creatures must make a successful Fortitude save each round or become staggered for 1 round.

ASPECT OF THE STAG
School transmutation (polymorph); Level druid 4, ranger 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain. Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19–20/×2.
Diminished Effects You only gain a +1 dodge bonus to AC against attacks of opportunity, and your base speed only increases by 10 feet. In addition, you antlers only deal 1d6 points of piercing damage (if you are Medium; 1d4 points of damage if Small).
Heightened Effects You gain a +4 dodge bonus to AC against attacks of opportunity, and you may use your antlers as a secondary natural attack.

ASPECT OF THE WOLF
School transmutation (polymorph); Level druid 5, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute/level
When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur. You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity.
Diminished Effects The enhancement bonus to Strength and Dexterity is reduced to +2, the enhancement bonus on trip attacks is reduced to +1, and you invoke attacks of opportunity as normal when performing a trip combat maneuver.
Heightened Effects The enhancement bonus to Strength and Dexterity is increased to +6 and the enhancement bonus on trip attacks is increased to +4.

ASTRAL PROJECTION, LESSER
School necromancy; Level cleric/oracle 5, sorcerer/wizard 5
Casting Time 30 minutes
Components V, S, M (jacinth worth 1,000 gp)
Range touch
Targets you plus one additional willing creature touched per two caster levels
Duration see text
Saving Throw none; Spell Resistance yes
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. While the Astral Plane touches upon other planes, you cannot leave the Astral Plane and explore other planes (though you can still return to the plane you were on when you cast this spell).
While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
When this spell ends, your astral body and all of its gear, vanishes.
Diminished Effects The spell’s range becomes personal and its target becomes self.
Heightened Effects The spell’s targets change to you plus one additional willing creature touched per caster level.

ATAVISM
School transmutation; Level druid 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes
By bringing forth the primeval ancestry of the target animal, you awaken a savage engine of destruction. The animal immediately gains the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal's primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” This spell has no effect on animals that already have the advanced creature template.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The animal gains a +3 bonus on all rolls, including damage rolls and special ability DCs, a +6 bonus to AC and CMD, and +3 hit points per HD.

ATONEMENT
School abjuration; Level cleric/oracle 5, druid 5, inquisitor 5; Domain purity 5
Casting Time 1 hour
Components V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF
Range touch
Target living creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.
Restore Cleric/oracle or Druid Spell Powers: A cleric/oracle or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric/oracle of the same deity or another druid. If the transgression was intentional, the casting cleric/oracle must expend 2,500 gp in rare incense and offerings for her god's intercession.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
Diminished Effects The target creature may only seek atonement for acts performed unwittingly or under some form of compulsion.
Heightened Effects In addition to the above effects, the target creature gains the benefits of the bless spell for 1 minute.

AURA OF DOOM
School necromancy [emotion, fear, mind-affecting]; Level cleric/oracle 4
Casting Time 1 standard action
Components V, S, M/DF (powdered bone)
Range personal
Area 20-ft.-radius emanation centered on you
Duration 10 minute/level
Saving Throw Will negates; Spell Resistance yes
You emanate an almost palpable aura of horror. All non-allies within this spell's area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.
Diminished Effects The spell’s duration is reduced to 1 minute/level and the emanation is reduced to a 10-foot-radius.
Heightened Effects Non-allies within the spell’s area do not receive a saving throw to avoid becoming shaken.

AWAKEN
School transmutation; Level druid 5
Casting Time 24 hours
Components V, S, M (herbs and oils worth 2,000 gp), DF
Range touch
Target animal or tree touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.
Diminished Effects The spell’s duration is changed to 1 day/level and the maximum Hit Dice of the tree or animal cannot exceed your caster level –3.
Heightened Effects The awakened tree or animal gains an inherent +2 bonus to its Intelligence, Wisdom, or Charisma score, your choice.