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Tuesday, June 3, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with M & N

by Tim Wallace

MAD MONKEYS
School conjuration (summoning); Level bard 3, druid 3, sorcerer/wizard 3, summoner 3
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect swarm of monkeys
Duration 1 round/level
Saving Throw none; Spell Resistance no
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys' distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB + 10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
Diminished Effects Creatures failing a saving throw against the mad monkeys' distraction attack are only nauseated. In addition, the monkeys do not attempt one disarm or steal combat maneuver each turn against any creature that begins its turn in the swarm.
Heightened Effects Any creature that takes swarm damage must succeed at a DC 14 Fortitude save or contract filth fever.

MAGE'S FAITHFUL HOUND
School conjuration (creation); Level sorcerer/wizard 5, summoner 4
Casting Time 1 standard action
Components V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Range close (25 ft. + 5 ft./2 levels)
Effect phantom watchdog
Duration 1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw none; Spell Resistance no
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal Creatures It does not react to figments, but it does react to shadow illusions.
If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature (see invisibility).
The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.
Diminished Effects The hound has only a +8 attack bonus and only deals 1d8+1 points of piercing damage with its bite attack.
Heightened Effects The hound has a +12 attack bonus and deals 2d8+5 points of piercing damage with its bite attack.

MAGE'S PRIVATE SANCTUM
School abjuration; Level sorcerer/wizard 5
Casting Time 10 minutes
Components V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
Range close (25 ft. + 5 ft./2 levels)
Area 30-ft. cube/level (S)
Duration 24 hours (D)
Saving Throw none; Spell Resistance no
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and his familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage's private sanctum can be made permanent with a permanency spell.
Diminished Effects The spell’s duration is reduced to 1 hour.
Heightened Effects The spell’s area increase to one 45-foot cube/level.

MAGIC CIRCLE AGAINST CHAOS
School abjuration [lawful]; Level cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 3, summoner 3; Domain law 3
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.
Diminished Effects The spell can only be used to protect all creatures within the area. It cannot be used to imprison a creature.
Heightened Effects The once trapped, the creature cannot use its spell resistance to test the trap.

MAGIC CIRCLE AGAINST EVIL
School abjuration [good]; Level cleric/oracle 3, inquisitor 3, paladin 3, sorcerer/wizard 3, summoner 3; Domain good 3
Casting Time 1 standard action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no; see text
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Diminished Effects The spell can only be used to protect all creatures within the area. It cannot be used to imprison a creature.
Heightened Effects The once trapped, the creature cannot use its spell resistance to test the trap.

MAGIC CIRCLE AGAINST GOOD
School abjuration [evil]; Level antipaladin 3, cleric/oracle 3, inquisitor 3, sorcerer/wizard 3, summoner 3; Domain evil 3
This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.
Diminished Effects The spell can only be used to protect all creatures within the area. It cannot be used to imprison a creature.
Heightened Effects The once trapped, the creature cannot use its spell resistance to test the trap.

MAGIC CIRCLE AGAINST LAW
School abjuration [chaotic]; Level antipaladin 3, cleric/oracle 3, inquisitor 3, sorcerer/wizard 3, summoner 3; Domain chaos 3
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.
Diminished Effects The spell can only be used to protect all creatures within the area. It cannot be used to imprison a creature.
Heightened Effects The once trapped, the creature cannot use its spell resistance to test the trap.

MAGIC FANG, GREATER
School transmutation; Level druid 3, ranger 3, summoner 3
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level
This spell imbues one natural weapon or unarmed strike of the subject an enhancement bonus on attack and damage rolls is equal to +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
Diminished Effects The spell’s range is reduced to touch and its duration is reduced to 10 minutes/level.
Heightened Effects May imbue all of the creature's natural weapons with an enhancement bonus on attack and damage rolls is equal to +1 per four caster levels (maximum +5), but you must divide the duration in 1-hour intervals among the imbued natural weapons.

MAGIC JAR
School necromancy; Level alchemist 5, sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Components V, S, F (a gem or crystal worth at least 100 gp)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level or until you return to your body
Saving Throw Will negates; see text; Spell Resistance yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.
Diminished Effects The spell’s duration is reduced to 10 minutes/level, or until you return to your body. Failure to take over the host imprisons your life force in the magic jar for the duration of the spell.
Heightened Effects While you still cannot determine the exact creature types or positions of the creatures you sense with magic jar, you can select a specific creature you have sensed to attempt to possess.

MAGIC SIEGE ENGINE, GREATER
School transmutation; Level antipaladin 4, cleric/oracle 5, inquisitor 4, paladin 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (black powder)
Range close (25 ft. + 5 ft./2 levels)
Target one siege engine
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
This spell imbues an indirect fire siege weapon with an enhancement bonus on targeting and damage rolls of +1 per four caster levels (maximum +5). If used on a direct-fire siege weapon, this spell functions as greater magic weapon.
Diminished Effects The spell’s range is reduced to touch and its duration is reduced to 10 minutes/level.
Heightened Effects The spell’s target becomes siege engines, and you divide the duration in 1-hour intervals among the imbued siege engines.

MAGIC VESTMENT
Note Magic Vestment has been Incorporated into vestment of the champion.

MAGIC WEAPON, GREATER
School transmutation; Level antipaladin 3, cleric/oracle 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (powdered lime and carbon)
Range close (25 ft. + 5 ft./2 levels)
Target one weapon or 50 projectiles (all of which must be together at the time of casting)
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
This spell imbues a weapon with an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.
Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.
Diminished Effects The spell’s range is reduced to touch and its duration is reduced to 10 minutes/level.
Heightened Effects The spell’s target becomes weapons or groups of 50 projectiles, and you divide the duration in 1-hour intervals among the imbued weapons and projectile groups.

MAJOR IMAGE
Note Major Image has been incorporated into moving image.

MALFUNCTION
School transmutation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area one construct
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes confusion in the target, making it unable to determine their actions. Roll on the following table at the start of the subject's turn each round to see what it does in that round.
d%
Behavior
01–25
Act normally
26–50
Take no actions
51–75
Deal 1d8 points of damage + Str modifier to self with item in hand
76–100
Attack nearest creature
A malfunctioning construct which can't carry out the indicated action takes no actions on its turn (but may still make attacks of opportunity). Attackers are not at any special advantage when attacking a malfunctioning construct. Any malfunctioning construct which is attacked automatically attacks its attackers on its next turn, as long as it is still malfunctioning when its turn comes. Note that a malfunctioning construct will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Diminished Effects The spell’s duration is reduced to 1 round.
Heightened Effects The spell’s range is increased to medium (100 ft. + 10 ft./level), and it affects all constructs in a 15-foot-radius burst.
Notes The spell’s school was changed to “transmutation” as there is no “transformation” school and constructs are immune to mind-affecting effects.

MALICIOUS SPITE
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (powdered turquoise worth 150 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You invoke feelings of a driving malicious intent. The target's malice is directed at a second individual as designated by you at the time of casting. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target's actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.
Each day, the target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target's drink to make it an easier target for thugs, damaging the target's property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.
When the spell ends, the target remembers the spiteful behavior, but not the motivation for it.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects The spell can target any number of creatures. The focus of their malicious intent must be the same individual for all of the affected creatures. The duration is divided up into 1-day intervals among the affected creatures.

MARIONETTE POSSESSION
School necromancy; Level alchemist 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, F (a piece of paper with the target's name)
Range medium (100 ft. + 10 ft./level)
Target one willing creature
Duration 10 minutes/level or until you return to your body
Saving Throw Will negates (see text); Spell Resistance yes
You project your soul out of your body and into the body of a willing creature. This possession is blocked by protection from evil or a similar ward. The target's soul shares its body with you; it is helpless but can still use its senses. You and the target's soul can communicate telepathically as if using a common language.
You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks (such as a bite or sting). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary, spell-like, or supernatural abilities.
As a standard action, you can return to your own body, ending the spell. While your soul is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
Diminished Effects The spell’s duration is reduced to 1 minute/level.
Heightened Effects You may attempt to possess the body of an unwilling creature. If the target creature has spell resistance you must roll a caster level check of overcome it.

MARK OF JUSTICE
School necromancy; Level cleric/oracle 5, paladin 4
Casting Time 10 minutes
Components V, S, DF
Range touch
Target creature touched
Duration permanent; see text
Saving Throw none; Spell Resistance yes
You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is one of the following.
·         –6 decrease to an ability score (minimum 1).
·         –4 penalty on attack rolls, saves, ability checks, and skill checks.
·         Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own effect, but it should be no more powerful than those described above.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
Diminished Effects The spell’s duration becomes 1 week/level. In addition, the effect of an activated mark of justice is limited to one of the following.
·         –4 decrease to an ability score (minimum 1).
·         –2 penalty on attack rolls, saves, ability checks, and skill checks.
·         Each turn, the target has a 50% chance to act normally; otherwise, it becomes shaken.
Heightened Effects The DC to remove the mark of justice is equal to the save DC +5.

MARKS OF FORBIDDANCE
School abjuration [mind-affecting]; Level paladin 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one enemy and one ally
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
Marks of forbiddance magically brand two creatures, preventing them from committing violence against one another. When you cast this spell choose one enemy and one ally within range. Both targets become branded with the sigil of forbiddance. Until the end of the spell's duration, in order for the two targets to attack one another, even with a targeted spell, each attacker must attempt a Will save. If the save succeeds, that target can attack the other normally. If the save fails, the target can't follow through with the attack and the action is lost. This spell does not prevent the targets from attacking each other with area of effect spells or abilities.
Diminished Effects The targets gain a +5 bonus on their Will saves to attack one another.
Heightened Effects Each time the spell prevents one of the two targets from attacking the other, the attacking target takes 1d4 points of damage plus your Charisma bonus.

MATTER FABRICATION
School conjuration (creation); Level sorcerer/wizard 5
Casting Time: 10 minutes
Components V, S, M (a tiny piece of matter of the same sort of item you plan to create)
Range close (25 ft. + 5 ft./2 levels)
Duration see text
Saving Throw none; Spell Resistance no
You create an unattended, nonmagical object of nonliving vegetable or mineral (stone, crystal, metal, or the like) matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.
Attempting to use any created object as a material component causes the spell to fail.
Hardness and Rarity Examples
Duration
Vegetable matter
2 hr./level
Stone, crystal, base metals
1 hr./level
Precious metals
20 min./level
Gems
10 min./level
Rare metal*
1 round/level
* Includes adamantine, alchemical silver, and mithral. You can't use matter fabrication to create a cold iron item.
Diminished Effects The spell’s casting time is reduced to 1 minute, and its range is reduced to 0 feet. However, you can only create an unattended, nonmagical object of nonliving vegetable matter with a duration of 1 hour/level.
Heightened Effects The spell’s range is reduced to 0 feet, and its duration becomes instantaneous. However, you can only create an unattended, nonmagical object of nonliving vegetable matter, stone, crystal, or base metal. The created object’s value cannot exceed 50 gp per caster level.
Notes This spell combines the effects of the following spells: minor creation and major creation. In addition, if you are wondering as to whether or not it “breaks the game” to allow a spellcaster to create a permanent item, please consider that the cost of having a spellcaster cast a spell as a service is caster level × spell level × 10 gp. Therefore an 11th level wizard casting the heightened version of matter fabrication could conjure an item of up to 550 gp in value. The same wizard could cast a 6th level spell as a service and expect remuneration in the amount of 660 gp.

MELD INTO STONE
School transmutation [earth]; Level cleric/oracle 3, druid 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.
Diminished Effects The spell’s duration is reduced to 1 minute/level and the surface of the stone where you entered is discolored in a shape roughly equal to yours.
Heightened Effects You can move at a speed of 5 feet through the stone. Any time before the duration expires, you can step out trough any surface of the stone. . If the spell's duration expires or the effect is dispelled while you are within 10 feet from any surface of the stone, you are violently expelled to the nearest surface and take 5d6 points of damage. If the spell's duration expires or the effect is dispelled while you are more than 10 feet from any surface of the stone, you are instantly slain unless you make a DC 18 Fortitude save. Even if you make your save, you are expelled to the nearest surface and take 5d6 points of damage.

MIND FOG
School enchantment (compulsion) [mind-affecting]; Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect fog spreads in 20-ft. radius, 20 ft. high
Duration 30 minutes and 2d6 rounds; see text
Saving Throw Will negates; Spell Resistance yes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.
Diminished Effects The mist bestows a –5 penalty on Will saves but no penalty on Wisdom checks.
Heightened Effects Creatures in the mind fog also take a –10 penalty on Wisdom-based skill checks.

MIRAGE ARCANA
School illusion (glamer); Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Area one 20-ft. cube/level (S)
Duration concentration + 1 hour/ level (D)
Saving Throw Will disbelief (if interacted with); Spell Resistance no
You make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. The spell can alter the appearance of structures (or add them where none are present). It can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).
Diminished Effects The spell’s range is reduced to medium (100 ft. + 10 ft./level) and its duration becomes concentration + 10 minutes/level.
Heightened Effects The spell’s area becomes on 30-foot cube/level.

MISLEAD
School illusion (figment, glamer); Level alchemist 6, bard 5, magus 6, sorcerer/wizard 6; Domain luck 6, trickery 6
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target/Effect you/one illusory double
Duration 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no
You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as the heightened form of moving image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.
Diminished Effects The illusory double can create some minor sounds, but not understandable speech. Both the invisibility and the illusory double last as long as you concentrate upon the effect, plus 2 additional rounds.
Heightened Effects The illusory double follows a script determined by you. The illusory double follows that script without your having to concentrate on it. Both the invisibility and the illusory double last for 1 round/level.

MNEMONIC ENHANCER
School transmutation; Level wizard 4
Casting Time 10 minutes
Components V, S, M (a piece of string, and ink consisting of squid secretion mixed with black dragon's blood), F (an ivory plaque worth 50 gp)
Range personal
Target you
Duration instantaneous
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.
Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.
In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).
Diminished Effects You can only prepare up to two additional levels of spells or retain any spell of 2nd level or lower.
Heightened Effects You can prepare up to four additional levels of spells or retain any spell of 4th level or lower.

MODIFY MEMORY
School enchantment (compulsion) [mind-affecting]; Level bard 4
Casting Time 1 round; see text
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
  • Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
  • Allow the subject to recall with perfect clarity an event it actually experienced.
  • Change the details of an event the subject actually experienced.
  • Implant a memory of an event the subject never experienced.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.
Diminished Effects You can only modify up to 1 minute of the target’s memories.
Heightened Effects You can modify up to 30 minutes of the target’s memories.

MONSTROUS PHYSIQUE
School transmutation (polymorph); Level alchemist 3, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Diminished Effects The spell’s duration is reduced to 1 round/level, and you can only assume the form of a Small creature of the monstrous humanoid type.
Heightened Effects You can assume the form of a Diminutive or Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special quality, you gain that quality.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Notes This spell combines the effects of the following spells: monstrous physique I and monstrous physique II.

MOONSTRUCK
School enchantment (compulsion) [mind-affecting]; Level druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a pinch of powdered moonstone)
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature's size, and for the remainder of the spell's duration the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions. During the final round of the spell's duration, the target is again dazed as it returns to its normal state.
Diminished Effects The spell’s range is reduced to close (25 ft. + 5 ft./2 levels) and the target gains a bite attack and two claw attacks that deal damage equal to that of a creature one size category smaller than its size.
Heightened Effects The target’s size increases by one size category for the duration of the spell, as if under the enlarge person spell (+2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size). This also increases the damage dealt by the target’s bite and claw attacks.

MUTAGENIC TOUCH
School transmutation; Level alchemist 4
Casting Time 1 standard action
Components V, S, M (a whole fingernail)
Range touch
Target creature touched
Duration special (see below)
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
When you are under of the effects of your mutagen, you can cast this spell to safely pass it to another creature with a touch. You must make a successful touch attack against the target. On a hit, the effect of the mutagen passes to the target touched, though in a lesser form. The mutagen's effect ends for you, and passes on to the creature touched, but the target only gets half of the alchemical bonus to the physical ability score you chose when took the mutagen, and twice the penalty to the corresponding mental ability score. If the target's mental ability score drops below 3, the target is also confused for the remaining duration of the mutagen. The mutagen continues until the duration has ended. It can be ended earlier if the target drinks or is fed the contents of a vial of antitoxin, but with only 50% chance of success.
You can use this spell on a mutagen with either the greater mutagen discovery or the advanced mutagen class ability. When you do, you always pass on half the alchemical bonus to physical abilities and twice the penalty to the mental ability score.
Diminished Effects The mutagen continues for only half the remaining duration and then it ends. If the target drinks or is fed the contents of a vial of antitoxin, there is 75% chance of success.
Heightened Effects You can use this spell on a cognatogen or a cognatogen with the greater cognatogen discovery. The creature only gets half the alchemical bonus to the mental ability you chose when you took the cognatogen, and twice the penalty to the corresponding physical ability score. If the target’s physical ability score drops below 3, the target is also staggered for the remaining duration of the mutagen.
Notes The text “advance mutagen” in the original text was changed to “advanced mutagen class ability” because there is not an “advance mutagen” discovery. It has been assumed that this is referring to the advanced mutagen class ability of the master chymist prestige class. Another option is that it may be referring to the “grand mutagen” discovery.

NAMED BULLET
School divination; Level inquisitor 5, ranger 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M/DF (an item from the selected creature or creature type)
Range touch
Target one piece of ammunition or one thrown weapon
Duration 10 minutes/level or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature's touch AC. When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 3 extra points of damage per two caster levels (maximum 30), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.
Once the target is used to attack the selected creature, successfully or not, this spell is discharged.
Diminished Effects A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20).
Heightened Effects A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 2 extra points of damage per caster level (maximum 40).
Notes This spell combines the effects of the following spells: named bullet and greater named bullet.

NAP STACK
School necromancy; Level cleric/oracle 3
Casting Time 1 minute
Components V, S, M (a little silk pillow worth 100 gp)
Range 30 ft.
Area 30-ft.-radius emanation
Duration 8 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.
Diminished Effects The spell’s area is reduced to a 15-foot-radius emanation and its duration is reduced to 4 hours. Creatures can only enjoy the benefits of the spell once in any 2-week period.
Heightened Effects You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 1 hour instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 1 hour, every additional 1 hour counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 8 days for natural healing and for saving throws as diseases or similar afflictions run their course. Creatures can only enjoy the benefits of this spell once in any 1-month period.

NATURE'S EXILE
School transmutation; Level druid 3, witch 3
Casting Time 1 standard action
Component V, S, DF
Range touch
Target creature touched
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a –2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a –10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.
Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.
Diminished Effects The spell’s duration is reduced to 1 hour/level.
Heightened Effects If the target has an animal companion, the animal companion takes a –3 penalty on all attack rolls, skill checks, and saving throws. The target also takes a –15 penalty on Survival skill checks.

NEUTRALIZE POISON
School conjuration (healing); Level alchemist 4, bard 4, cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger 3, witch 4; Domain restoration 4
Casting Time 1 standard action
Components V, S, M/DF (charcoal)
Range touch
Target creature or object of up to 1 cu. ft./level touched
Duration instantaneous or 10 min./level; see text
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.
Diminished Effects Your caster level check suffers a –3 penalty.
Heightened Effects The spell also reverses instantaneous effects inflicted by poisons within the last hour.

NIGHTMARE
School illusion (phantasm) [mind-affecting, evil]; Level alchemist 5, bard 5, sorcerer/wizard 5; Domain madness 5, sleep 6
Casting Time 10 minutes
Components V, S
Range unlimited
Target one living creature
Duration instantaneous
Saving Throw Will negates; see text; Spell Resistance yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
Knowledge
None*
+10
Secondhand (you have heard of the subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
–5
Connection
Likeness or picture
–2
Possession or garment
–4
Body part, lock of hair, bit of nail, etc.
–10
*You must have some sort of connection to a creature of which you have no knowledge.
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.)
Creatures who don't sleep (such as outsiders) or dream are immune to this spell.
Diminished Effects The spell’s casting time is increased to 1 hour.
Heightened Effects The spell can target one living creature per five caster levels. If a target fails its Will save, you may also cause it to be the target of a magic mouth spell upon awakening (usually to deliver a cryptic threat or warning).

NONDETECTION
School abjuration; Level alchemist 3, antipaladin 3, inquisitor 3, ranger 4, sorcerer/wizard 3, summoner 3; Domain trickery 3
Casting Time 1 standard action
Components V, S, M (diamond dust worth 50 gp)
Range touch
Target creature or object touched
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature's gear as well as the creature itself.
Diminished Effects The spell’s target becomes object touched. It cannot affect Creatures
Heightened Effects The spell’s target becomes creatures or objects touched, and you divide the duration into 1-hour increments among the creatures or objects touched.
Notes This spell combines the effects of the following spells: nondetection and communal nondetection.