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Tuesday, May 13, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with F & G

by Tim Wallace


FABRICATE
School transmutation; Level sorcerer/wizard 5; Domain artifice 5
Casting Time see text
Components V, S, M (the original material, which costs the same amount as the raw materials required to craft the item to be created)
Range close (25 ft. + 5 ft./2 levels)
Target up to 10 cu. ft./level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet of material to be affected by the spell.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The spell’s target is increased to up to 20 cubic feet/level.

FALSE LIFE
School necromancy; Level alchemist 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a drop of blood)
Range personal
Target you
Duration 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 2d6 + 1 per caster level (maximum +15). This spell does not stack with itself.
Diminished Effects You only gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Heightened Effects You gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20).
Notes This spell combines the effects of the following spells: false life and greater false life.

FALSE VISION
School illusion (glamer); Level bard 5, sorcerer/wizard 5; Domain trickery 5
Casting Time 1 standard action
Components V, S, M (crushed jade worth 250 gp)
Range touch
Area 40-ft.-radius emanation
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the heightened moving image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.
Diminished Effects The spell’s area is reduced to a 20-foot-radius emanation and its duration is reduced to 10 minutes/level.
Heightened Effects You do not need to concentrate on the images in order to keep them animated, and you may change nature of the false image as a standard action.

FAMILIAR MELDING
School necromancy; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target your familiar
Duration 1 hour/level or until you return to your body
Saving Throw Will negates (harmless); Spell Resistance yes
You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While possessing your familiar, you can communicate with it telepathically. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The familiar's body retains its own Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You may use any abilities the familiar has, including spells and spell-like abilities. You cannot speak unless your familiar has the ability to speak a language. You cannot cast spells with somatic components if your familiar does not have anthropomorphic limbs that can perform the appropriate motions.
As a standard action, you can return to your body as long as it is within range. If your familiar is slain while your soul is in it and your body is within range, your soul returns to your own body, unharmed. If your familiar is out of range when slain, you die. The spell ends when you shift from the familiar to your own body.
Diminished Effects The spell’s duration is reduced to 1 minute/level or until you return to your body.
Heightened Effects The spell’s range is increased to long (400 ft. + 40 ft./level).

FEAR
School necromancy [emotion, fear, mind-affecting]; Level antipaladin 4, bard 3, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (the heart of a hen or a white feather)
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Diminished Effects A successful Will save negates the spell.
Heightened Effects If a creature succeeds on its Will save, it is still shaken for the duration of the spell.

FEEBLEMIND
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5, witch 5; Bloodline aberrant 5, accursed 5
Casting Time 1 standard action
Components V, S, M (a handful of clay, crystal, or glass spheres)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will negates; see text; Spell Resistance yes
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
Diminished Effects The effect is ability damage that heals at the normal rate. In addition, a creature that can cast arcane spells takes no penalty on its saving throw.
Heightened Effects A creature that can cast arcane spells takes a –8 penalty on its saving throw.

FICKLE WINDS
School transmutation [air]; Level cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one or more Medium creatures/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw none (see text); Spell Resistance yes
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets' own arrows or bolts pass through the wall as if it were not there.
A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.
Diminished Effects The spell’s range becomes touch and its target becomes one Small or Medium creature.
Heightened Effects You may decrease the natural wind effects for each affected creature by one step in intensity (see Table: Wind Effects). This has no effect on magical wind effects.

FIND QUARRY
School divination; Level inquisitor 4, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5 miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level).
Diminished Effects You can only sense if the creature is within a 10-mile radius of your current location. The radius you can sense does not increase with your caster level.
Heightened Effects In addition to whether the creature is moving, its direction, speed, and mode of movement, you also discern a clear picture of the creature’s whereabouts at the time of the spell’s casting.

FIRE OF JUDGMENT
School evocation; Level paladin 3
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration 1 round/level
Saving Throw Will partial; Spell Resistance yes
After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d10. With a successful saving throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any DR the creature possesses.
Diminished Effects The spell’s duration is reduced to 1 round and a target that saves against this spell is not affected.
Heightened Effects At the start of its turn, the target takes 1d8 points of damage, and takes an additional 1d8 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d12.

FIRE OF VENGEANCE
School evocation [fire]; Level paladin 4
Casting Time 1 swift action
Components V, S
Range special; see text
Target one creature
Duration see text
Saving Throw none; Spell Resistance no
After casting this spell, the next creature you attack using your smite evil class ability is engulfed in holy flames that flare up when the target attacks someone other than you. If at any time during the duration of your smite evil effect the target makes an attack that does not include you, it takes 3d8 points of fire damage. Once triggered in this manner, or when your smite evil ability expires, the spell ends.
Diminished Effects If at any time during the duration of your smite evil effect the target makes an attack that does not include you, it takes 3d6 points of fire damage.

FIRE SHIELD
School evocation [fire or cold]; Level alchemist 4, magus 4, sorcerer/wizard 4, summoner 3; Domain fire 5, sun 4
Casting Time 1 standard action
Components V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)
Range personal
Target you
Duration 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Diminished Effects The flames still damage creatures that attack you, but they do not protect you from cold-based or fire-based attacks.
Heightened Effects The shield provides a +2 shield bonus to AC which negates magic missile attacks directed at you. This bonus applies against incorporeal touch attacks. In addition, any creature striking you with its body or a handheld weapon takes 2d6 points of damage + 1 point per caster level (maximum +20).

FIRE SNAKE
School evocation [fire]; Level druid 5, magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a snake scale)
Range 60 ft.
Area see text
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6).
Diminished Effects Creatures in the path of the fire snake only take 1d4 points of fire damage per caster level (maximum 15d4).
Heightened Effects Creatures in the path of the fire snake take 1d8 points of fire damage per caster level (maximum 15d8).

FIREBALL
School evocation [fire]; Level magus 3, sorcerer/wizard 3; Domain fire 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Diminished Effects The explosion of flame only deals 1d6 points of fire damage per caster level (maximum 5d6) to every creature within the area.
Heightened Effects Every creature within the area must make a second Reflex save or catch on fire.

FIREFALL
School transmutation [fire]; Level magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (one fire source)
Range long (400 ft. + 40 ft./level)
Target one fire source, up to a 20-foot cube
Duration instantaneous
Saving Throw Will negates and Reflex negates; see text; Spell Resistance no
Firefall causes a fire to erupt into a geyser of dazzlingly bright liquid flame. The spell uses one fire source, which is immediately extinguished. A fire larger than a 20-foot cube is only partly extinguished. Magical fires are not extinguished, but a creature of the fire subtype used as the source takes 1 point of damage per caster level (no saving throw).
The coruscating rain of fire fills a hemispherical burst with a radius of 60 feet. All creatures and objects in the area take 5d6 points of fire damage and catch on fire. Creatures who make successful Reflex saves take half damage and don't catch on fire. Creatures within 120 feet of the original fire source are blinded for 1d4+1 rounds (Will negates).
Diminished Effects All creatures and objects within the 60-foot-radius burst take 5d6 points of fire damage but do not catch on fire. Creatures who make successful Reflex saves take half damage. Creatures within 120 feet of the original fire source are blinded for 1d4 rounds (Will negates).
Heightened Effects All creatures and objects within the 60-foot-radius burst take 1d6 points of fire damage per caster level (maximum 10d6) and catch on fire. Creatures who make successful Reflex saves take half damage and don't catch on fire. Creatures within 120 feet of the original fire source are blinded for 1d6+1 rounds (Will negates).

FLAME ARROW
School transmutation [fire]; Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a drop of oil and a small piece of flint)
Range close (25 ft. + 5 ft./2 levels)
Target fifty projectiles, all of which must be together at the time of casting
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
Diminished Effects The spell’s range is reduced to touch and each piece of ammunition only deals an extra 1d4 points of fire damage to any target it hits.
Heightened Effects Any creature that takes fire damage from an affected piece of ammunition must make a Reflex save or catch on fire.

FLAME STRIKE
School evocation [fire]; Level cleric/oracle 5, druid 4, inquisitor5; Domain sun 5, war 5
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (10-ft. radius, 40-ft. high)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and its area is reduced to a 20-foot high cylinder with a 5-foot radius. The spell deals a maximum of 10d6 points of damage.
Heightened Effects The cylinder’s radius increases to 15 feet and you must a single combat maneuver check (where your CMB is equal to your caster level + your Wisdom modifier) against all creatures in the affected area. When your combat maneuver check exceeds an affected creature’s CMD, it is knocked prone.

FLASH FIRE
School transmutation; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a pinch of powdered fool's gold)
Range close (25 ft. + 5 ft./2 levels)
Target 1 firearm
Duration instantaneous
Saving Throw Will negates (object); see text; Spell Resistance yes (object); see text
The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying the firearm takes a –4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.
Diminished Effects The spell’s range becomes touch, you must make a melee touch attack against the wielder of the firearm, and the firearm must be loaded.
Heightened Effects Every creature within 15 feet of the creature wielding or carrying the firearm who fails their Will save also takes 1d4 points of sonic damage. This version of the spell gains the sonic descriptor.

FLESHWORM INFESTATION
School conjuration (summoning) [evil]; Level cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level (D)
Saving Throw Fortitude partial (see text); Spell Resistance yes
With a touch, you cause an infestation of ravenous worms to manifest in the target's flesh. The target must make a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts anew if the current worms are slain. Protection from evil negates this spell's effects for as long as the two durations overlap. Dispel evil automatically ends a fleshworm infestation.
Diminished Effects Failure on the Fortitude save means the target takes 1d4 hit points of damage and 1 points of Dexterity damage, and is staggered for 1 round.
Heightened Effects Failure on the Fortitude save means the target takes 1d8 hit points of damage and 3 points of Dexterity damage, and is staggered for 1 round.

FLUID FORM
School transmutation [water]; Level alchemist 4, sorcerer/wizard 6
Casting Time 1 standard action
Components S, M (a mixture of oil and water)
Range personal
Target you
Duration 1 minute/level
When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect.
Diminished Effects You gain only DR 5/slashing and your reach only increases by 5 feet. You
Heightened Effects You gain cold resistance 5. You lose the cold resistance any time you submerge completely within a body of water, but instead gain fast healing 5. Once you are no longer submerged completely within a body of water, you lose the fast healing and regain the cold resistance.

FOE TO FRIEND
School enchantment (compulsion) [mind-affecting]; Level bard 5
Casting Time 1 immediate action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Cast this spell when an enemy is about to make an attack against an ally. The creature makes the attack against a valid target of your choice instead or the attack is negated. In addition, the target is considered an ally for determining flanking for 1 round.
Diminished Effects The spell’s range is reduced to touch.
Heightened Effects The spell’s duration becomes concentration, up to 1 round/level.

FORBID ACTION, GREATER
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric/oracle 5, inquisitor 5
Casting Time 1 standard action
Component V
Range close (25 ft. +5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You forbid the targets a single course of action, which they avoid to the best of its ability. You may demand the targets not take actions that fall into one of the following options.
Attack: The targets cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe.
Cast: Targets cannot cast spells or use spell-like abilities.
Communicate: The targets cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.
Draw: Targets cannot ready or prepare any item, weapon, component, or equipment.
Move: The targets can take no act that would cause it to end up in a different location. The targets do not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but do not consciously attempt to move (including not directing a mount to move).
The targets are free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help. Each creature must receive the same forbidden action.
Diminished Effects The spell’ duration becomes concentration, up to 1 round/level.
Heightened Effects The targets of the spell must make a Will saving throw once per round or not be able to perform the forbidden action.

FORCE HOOK CHARGE
School evocation [force]; Level magus 3
Casting Time 1 standard action
Components V, S
Range close (25 feet + 5 feet/2 levels)
Target one creature or object within range and you
Duration instantaneous
Saving Throw none; Spell Resistance yes
You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged touch attack against the target; if the touch attack succeeds, the target takes 1 point of force damage per caster level. Whether or not the touch attack hits, the force hook drags you in a straight line to a square adjacent to the target. This movement provokes attacks of opportunity as normal. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.
If your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall.
If you use this spell with your spell combat class ability, you can make your melee attack from your starting position or your ending position.
Diminished Effects If the touch attack succeeds, the target only takes 1 point of force damage per two caster levels.
Heightened Effects While being dragged in a straight line to a square adjacent to the target, your movement does not provoke attacks of opportunity.

FORCE PUNCH
School evocation [force]; Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.
Diminished Effects You melee touch attack deals damage normally, but does not cause the target to be pushed away from you.
Heightened Effects Your successful melee touch attack deals 1d6 points of force damage per level (maximum 10d6) in addition to pushing the target away from you.

FORCED REPENTANCE
School enchantment (compulsion) [emotion, mind-affecting]; Level inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one evil creature without the evil subtype
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if you move out of line of sight or if the target is attacked.
Diminished Effects The spell’ duration becomes concentration, up to 1 round/level.
Heightened Effects You can target creatures with the evil subtype.

FORCEFUL HAND
Notes Forceful hand has been incorporated into interposing hand.


FREEDOM OF MOVEMENT
School abjuration; Level alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4; Domain liberation 4, luck 4
Casting Time 1 standard action
Components V, S, M (a leather strip bound to the target), DF
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.
Diminished Effects The target creature only receives a +4 enhancement bonus against effects and magic that impedes movement, CMD to become grappled, and CMB or Escape Artist checks to escape being grappled or pinned. The spell does not affect creatures under water.
Heightened Effects The spell affects all creatures in a 10-foot-radius burst centered on you.

FROZEN NOTE
School enchantment (compulsion) [mind-affecting, sonic]; Level bard 5
Casting Time 1 standard action
Components V
Area 30-ft.-radius emanation centered on you
Target any number of creatures within area
Duration concentration (up to 1 round/level); see text
Saving Throw Will partial; see text; Spell Resistance yes
You produce and sustain a single perfect musical note that holds nearby creatures, friend as well as foe, utterly spellbound until you stop singing. Affected creatures are both paralyzed and oblivious to their surroundings so long as you maintain the note. Maintaining this note requires your absolute attention; if you take damage or take any other action, including moving from your current square, the spell instantly ends. Creatures that succeed in their initial saving throw must make a new one for each round they spend within the area of the spell until they fail and become captivated. Creatures with 4 or more Hit Dice greater than your caster level are not affected by this spell. However, those with 4 or more Hit Dice less than your caster level do not receive a saving throw to resist it. The note is so clear and flawless that less than extraordinary attempts to avoid hearing it merely grant targets a bonus on their saving throws. Targets get a +2 circumstance bonus on their saving throw for each barrier between your voice and their ears. This includes such things as a creature stopping up its ears with wax, closing all windows and doors in a nearby building, or even crawling into a barrel and pulling down the top. If a target that had previously made its saving throw loses the benefit of one or more of its barriers it must immediately make a new saving throw. Similarly, any target that had previously failed its saving throw gets a new save each time it gains the protection of a barrier.
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects Creatures with 5 or more Hit Dice greater than your caster level are not affected by this spell. However, those with 5 or more Hit Dice less than your caster level do not receive a saving throw to resist it.

FUNGAL INFESTATION
School necromancy [disease]; Level druid 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1d3 days
Saving Throw Fortitude negates; Spell Resistance yes
You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage.
Diminished Effects Any physical attack against the target only adds 1d4 points of bleed damage.
Heightened Effects Any physical attack against the target automatically adds 1d8 points of bleed damage.

GASEOUS FORM
School transmutation; Level alchemist 3, bard 3, magus 3, sorcerer/wizard3; Domain air 3
Casting Time 1 standard action
Components S, M/DF (a bit of gauze and a wisp of smoke)
Range touch
Target willing corporeal creature touched
Duration 2 min./level (D)
Saving Throw none; Spell Resistance no
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Diminished Effects The spell’s duration is reduced to 1 round/level (maximum 10 rounds)
Heightened Effects You may cast the spell on an unwilling corporeal creature with a successful touch attack. The target may attempt a Will save to negate the effects.

GEAS, LESSER
School enchantment (compulsion) [curse, language-dependent, mind-affecting]; Level bard 3, inquisitor 4, sorcerer/wizard 4, witch 4
Casting Time 1 round
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 7 HD or less
Duration 1 day/level or until discharged (D)
Saving Throw Will negates; Spell Resistance yes
A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.
Diminished Effects The spell’s range is reduced to touch, and its duration becomes 1 day per two caster levels, or until discharged.
Heightened Effects The spell’s target becomes one living creature per three caster levels, no two of which can be more than 30 ft. apart. The creatures must have 8 or fewer HD and be able to understand you. Each creature must receive the same instuctions.

GEAS/QUEST
School enchantment (compulsion) [curse, language-dependent, mind-affecting]; Level bard 6, cleric/oracle 6, inquisitor 5, sorcerer/wizard 6, witch6; Domain ancestors 6, charm 6, honor 6, nobility 6
Casting Time 10 minutes
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day/level or until discharged (D)
Saving Throw none; Spell Resistance yes
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.
Diminished Effects The spell’s range is reduced to touch, and its duration becomes 1 day per two caster levels, or until discharged.
Heightened Effects The spell remains in effect indefinitely or until the given instructions are completed.

GEYSER
School conjuration (creation) [fire, water]; Level druid 4, magus 5, sorcerer/wizard5; Bloodline aquatic 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of lava rock)
Range long (400 ft. + 40 ft./level)
Effect spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels
Duration concentration + 1 round/level
Saving Throw Reflex partial (see below); Spell Resistance no
You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.
Any creature entering the geyser, or occupying the square it appears in, must make a Reflex saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the geyser (e.g., if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature's normal movement.
In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser's height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.
You can choose to make a smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that's smaller than what would be created by a full-height geyser spell.
Diminished Effects The spell’s effect is reduced to a spout of boiling water filling a 5 ft. square and spraying upward 10 feet per four caster levels. Any creature entering the geyser, or occupying the square it appears in, which fails its Reflex save only takes 3d4 points of fire damage from the boiling water (in addition to the falling damage). Any creature within the hemispherical emanation takes 1d4 points of fire damage each round.
Heightened Effects Once per round as a standard action, you can move the geyser to a new square within the spell’s range.

GHOSTBANE DIRGE, MASS
School transmutation; Level bard 4, cleric/oracle 5, inquisitor 5, paladin 3
Casting Time 1 standard action
Components V, S, M/DF (an old reed from a wind instrument)
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The targets coalesce into semi-physical forms for a short period of time. While subject to the spell, the incorporeal creatures take half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.
Diminished Effects The spell’s target becomes one incorporeal creature per two caster levels, no two of which can be more than 30 ft. apart
Heightened Effects The targets take full damage from all types of weapons, spells, spell-like effects, and supernatural effects.

GIANT VERMIN
School transmutation; Level cleric/oracle 4, druid 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets 1 or more vermin, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw none; Spell Resistance yes
You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.
Giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.
Caster Level
Centipedes
Scorpions
Spiders
9th or lower
3
1
2
10th–13th
4
2
3
14th–17th
6
3
4
18th–19th
8
4
5
20th or higher
12
6
8
Diminished Effects The spell’s duration is reduced to 1 round/level.
Heightened Effects You turn a number of HD of any combination of normal-sized centipedes, scorpions, or spiders into their giant counterparts (so a single casting can affect both a centipede and a spider). Use the HD of the giant versions of the vermin to calculate the total HD of the affected vermin (giant centipedes have 1 HD, giant scorpions have 5 HD, and giant spiders have 3 HD). The number of HD of vermin which can be affected by this spell depends on your caster level, as noted on the table below.
Caster Level
HD
9th or lower
8
10th–13th
16
14th–17th
24
18th–19th
32
20th or higher
48
So a 9th level druid could affect one scorpion and one spider; or two centipedes and two spiders; or any combination that adds up to 10 HD or less of giant vermin.

GLIBNESS
School transmutation; Level bard 3
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 10 min./level (D)
Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.
If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
Diminished Effects The spell’s duration is reduced to 1 round per level.
Heightened Effects You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 1 + your caster level to succeed.

GLOBE OF INVULNERABILITY
School abjuration; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a glass or crystal bead)
Range touch
Target one creature or object
Area 10-ft.-radius spherical emanation, centered on target
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spellYou can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether  globe of invulnerability stops it.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects If you target yourself with the spell, it also excludes 4th-level spells and spell-like effects.
Notes This spell combines the effects of the following spells: lesser globe of invulnerability and globe of invulnerability.

GLYPH OF WARDING
School abjuration; Level cleric/oracle 3, inquisitor 3, witch 3; Domain home 3, rune 3
Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)
Range touch
Target or Area object touched or up to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance no (object) and yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set all of the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three different drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. While any character can use Perception to find a glyph, only a character with the trapfinding class feature can use Disable Device to disarm it.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
Diminished Effects A blast glyph only deals 1d6 points of damage per two caster levels (maximum 5d6) and a spell glyph can only store a spell of 2nd level or lower. Read magic allows you to identify a diminished glyph of warding with a DC 12 Knowledge (arcana) check.
Heightened Effects A blast glyph deals 1d10 points of damage per two caster levels (maximum 5d10) and a spell glyph can store a spell of 4th level or lower. Read magic allows you to identify a heightened glyph of warding with a DC 14 Knowledge (arcana) check.

GOOD HOPE
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one living creature/level, no two of which may be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.
Diminished Effects The spell’s target becomes one living creature.
Heightened Effects Each affected creature gains a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. In addition, you may make a dispel check against any mind-affecting spells or effects of 3rd level or lower active on the targets.

GROVE OF RESPITE
School conjuration (creation); Level druid 4, ranger 4
Casting Time 10 minutes
Component V, S, M/DF (a leaf or blade of grass and a drop of water)
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius grove
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.
The area within the grove is temperate and comfortable, like that of a tiny hut, although the grove provides no illumination and provides no protection from the elements. The water in the grove's spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people. The grove is warded with an alarm spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects Any living creature that spends at least 8 uninterrupted hours in the grove (including yourself) heals damage as if affected by a cure light wounds spell (using your caster level).