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Tuesday, July 15, 2014

Multi-Variable Spells – 3rd-5th Level Spells Beginning with T & U

by Tim Wallace

TAR POOL
School transmutation [earth, fire]; Level druid 6, sorcerer/wizard 6, summoner 5
Casting Time 1 standard action
Components V, S, M/DF (a ball of hardened tar)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius burst
Duration 1 round/level
Saving Throw Reflex partial, see text; Spell Resistance no
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).
It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.
A creature that escapes the tar still takes fire damage from the tar until the spell ends or that creature spends a full-round action removing the tar. A creature with tar on it takes a –4 penalty on Acrobatics and Fly checks made to fly with wings or similar appendages.
Diminished Effects The tar does not cause entanglement.
Heightened Effects Creatures in the area when the tar appears take 1d6 points of fire damage per caster level (maximum of 15d6).

TELEKINESIS
School transmutation; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target or Targets see text
Duration concentration (up to 1 round/level) or instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a magus or wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a magus or wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Diminished Effects The sustained force version of the spell moves an object weighing no more than to 25 pounds per two caster levels (maximum 250 pounds at 10th level).
You cannot utilize the combat maneuver version of the spell.
The violent thrust version of the spell can hurl one creature or object per two caster levels (maximum 10), up to a total weight of 25 pounds per two caster levels (maximum 250 pounds at 20th level).
Heightened Effects The sustained force version of the spell moves an object weighing no more than to 25 pounds per caster level (maximum 500 pounds at 20th level).
When utilizing the combat maneuver version of the spell, you gain a +4 bonus on your combat maneuver check.
The violent thrust version of the spell can hurl one creature or object per caster level (maximum 20), up to a total weight of 25 pounds per caster levels (maximum 500 pounds at 20th level).

TELEKINETIC CHARGE
School evocation [force]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one willing creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You telekinetically launch an ally across the battlefield to anywhere within this spell's range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell's range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.
Diminished Effects The spell’s target becomes you.
Heightened Effects The spell’s target becomes one willing creature per three caster levels, no two of which can be more than 30 feet apart.

TELEPATHIC BOND
School divination; Level inquisitor 5, sorcerer/wizard 5, witch 5; Domain community 5, language 5, thought 5
Casting Time 1 standard action
Components V, S, M (two eggshells from two different creatures)
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Diminished Effects The spell’s duration becomes 1 minute per caster level.
Heightened Effects The spell’s targets become you plus one willing creature per caster level, no two of which can be more than 30 feet apart.

TELEPORT
School conjuration (teleportation); Level sorcerer/wizard 5, summoner 4, magus 5, witch 5; Domain travel 5; Bloodline abyssal 7, arcane 7
Casting Time 1 standard action
Components V
Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the table at the end of this spell. Refer to the following information for definitions of the terms on the table.
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you've been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.
Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Familiarity
On Target
Off Target
Similar Area
Mishap
Very familiar
01–97
98–99
100
Studied carefully
01–94
95–97
98–99
100
Seen casually
01–88
89–94
95–98
99–100
Viewed once
01–76
77–88
89–96
97–100
False destination
81–92
93–100
Diminished Effects The spell’s range becomes you, and its target becomes you.
Heightened Effects The spell’s target becomes you and one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per caster level.

TERRAIN BOND
School enchantment (compulsion) [mind-affecting]; Level ranger 4
Casting Time 1 standard action
Components V, S, M (a pinch of earth taken from your most favored terrain)
Range personal
Target you
Duration 1 hour/2 levels (D)
You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most favored terrain until this spell ends.
If you do not have the favored terrain class feature, you gain no benefit from this spell.
Diminished Effects The spell’s duration becomes 10 minutes per two caster levels.

TERRIBLE REMORSE
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, cleric/oracle 4, inquisitor 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target 1 living creature
Duration 1 round/level
Saving Throw Will partial (see text); Spell Resistance yes
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a –2 penalty to Armor Class, after which the spell ends.
Diminished Effects Each round, the target must save or deal 1d6 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, there is no additional effect.
Heightened Effects Each round, the target must save or deal 1d10 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1d4 rounds and takes a –3 penalty to Armor Class.

THORN BODY
School transmutation; Level alchemist 3, druid 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level
This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage +1 point per caster level (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.
Thorns created by this spell persist through any new physical shape or form you assume, such as via wildshape or any polymorph effect.
Diminished Effects Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d4 points of piercing damage +1 point per caster level (maximum +10). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d4 points of piercing damage +1 point per caster level (maximum +10). In addition, your natural attacks and unarmed strikes deal an additional 1d4 points of piercing damage.
Heightened Effects Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon provokes an attack of opportunity from you. If the creature attacks you with a melee weapon, the attack of opportunity can be used to perform a disarm, steal, or sunder combat maneuver. If the creature attacks you with an unarmed strike or natural weapon, the attack of opportunity can be used to perform a drag, grapple, or trip combat maneuver. Combat maneuvers performed as part of this spell to not evoke attacks of opportunity.

THREEFOLD ASPECT
School transmutation; Level druid 5, witch 4
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
Range personal
Target you
Duration 24 hours (D)
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)—the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self. Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Diminished Effects As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom and Intelligence. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength, Dexterity, and Constitution.
Heightened Effects As the young adult, you gain a +4 enhancement bonus to Dexterity and Constitution, but suffer a –2 penalty to Wisdom. In the adult aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Dexterity. As the elderly aspect, you gain a +6 enhancement bonus to Wisdom and Intelligence, but take a –2 penalty to Strength and Dexterity.

THUNDERING DRUMS
School evocation [sonic]; Level bard 3
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone.
Diminished Effects Any creature in the area takes 1d6 points of sonic damage per caster level (maximum 5d6) and is staggered for 1 round. A successful Fortitude save halves the damage and negates being staggered.
Heightened Effects Any creature in the area takes 1d10 points of sonic damage per caster level (maximum 5d10) and is stunned for 1 round. A successful Fortitude save halves the damage and causes the target to be knocked prone instead.

TINY HUT
School evocation [force]; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a small crystal bead)
Range 20 ft.
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Diminished Effects The spell’s range becomes 10 feet, its effect becomes a 10-foot-radius sphere centered on your location, and its duration becomes 1 hour per caster level. As many as four other Medium creatures can fit into the field with you.
Heightened Effects Creatures who spend at least eight uninterrupted hours of sleep in the hut (including yourself) regain hit points and ability damage as if they had undergone a full day of bed rest (regaining twice its character level in hit points and restoring 2 points of ability damage for each affected ability score).

TIRELESS PURSUERS
Tireless pursuers has been incorporated into tireless pursuit.

TOUCH OF SLIME
School conjuration (creation) [disease]; Level alchemist 4, druid 4, sorcerer/wizard 4, witch 4
Components V, S, M (a drop of acid and a black glass sphere)
Casting Time 1 standard action
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1d3 points of Constitution damage per round. Anything that destroys green slime (scraping, freezing, burning, cutting, sunlight, or remove disease) destroys this slime. If the slime kills a creature, it consumes the body and then dies. It cannot transfer to a creature other than the original target, and dies if separated from the original target.
Diminished Effects The green slime instead deals 1d3 points of Strength damage per round.
Heightened Effects Any creature striking the target with a melee touch attack, a melee weapon, an unarmed strike, or a natural weapon or who in any way comes into physical contact with the target must make a Fortitude save or be attacked by the green ooze.

TRANSMOGRIFY
School transmutation; Level summoner 4
Casting Time 1 hour
Components V, S, M (a flask of quicksilver worth 1,000 gp)
Range touch
Target your eidolon
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance no
Your eidolon's form shifts and transforms. This spell allows you to change any of the eidolon's evolutions by allocating its evolution pool on new evolutions. If you have the aspect or greater aspect ability, this spell also allows you to change the evolution points spent to modify you, including removing or adding points as allowed by those abilities.
Your eidolon cannot benefit from this spell more than once per day. This spell does not allow you to change your eidolon's base form.
Diminished Effects You can only reallocate up to one half (round down) of your eidolon’s evolution pool.
Heightened Effects The spell’s casting time becomes 10 minutes.

TRANSMUTE MUD TO ROCK
School transmutation [earth]; Level druid 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (sand, lime, and water)
Range medium (100 ft. + 10 ft./level)
Area up to two 10-ft. cubes/level (S)
Duration permanent
Saving Throw see text; Spell Resistance no
This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).
Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.
Transmute mud to rock counters and dispels transmute rock to mud.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its area becomes up to one 5-foot cube per caster level.
Heightened Effects The spell’s area becomes up to one 20-foot cube per caster level.

TRANSMUTE ROCK TO MUD
School transmutation [earth]; Level druid 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (clay and water)
Range medium (100 ft. + 10 ft./level)
Area up to two 10-ft. cubes/level (S)
Duration permanent; see text
Saving Throw see text; Spell Resistance no
This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.
Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Transmute rock to mud counters and dispels transmute mud to rock.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its area becomes up to one 5-foot cube per caster level.
Heightened Effects The spell’s area becomes up to one 20-foot cube per caster level. The depth of the mud created cannot exceed 20 feet.

TREASURE STITCHING
School transmutation; Level bard 4, cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp)
Range close (25 ft. + 5 ft./2 levels)
Targets all objects on cloth
Duration 1 day/level (D)
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can transform all objects placed on a cloth into an embroidered, two-dimensional representation, making it easy for you to store and transport the items. You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the cloth (up to a 10-foot cube). When you cast the spell the entire pile disappears into the cloth, replaced by a highly accurate, sewn picture of the pile from whatever angle you wish. The cloth retains its normal weight and dimensions. You can restore the pile of objects at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the cloth. Anyone else wishing to restore the objects must successfully dispel your spell. If the cloth is destroyed or significantly damaged, all objects held within the cloth are lost. This spell cannot affect artifacts or other sorts of similarly unique objects.
Diminished Effects The spell’s range becomes touch, and its duration becomes 1 hour per caster level.
Heightened Effects Casting the spell imbues the cloth with the strength of steel (hardness 10; hp 10) without altering its weight or flexibility. If you wear the cloth in your shoulders slot (as if you were wearing a cape or a cloak), you receive a +1 shield bonus to AC (armor check penalty 0; arcane spell failure chance —).

TREE STRIDE
School conjuration (teleportation); Level druid 5, ranger 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 hour/level or until expended; see text
When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant. Once within a tree, you can teleport from that particular tree to another tree. The trees you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Type of Tree
Transport Range
Oak, ash, yew
3,000 feet
Elm, linden
2,000 feet
Other deciduous
1,500 feet
Any coniferous
1,000 feet
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects The spell’s range becomes personal and touch, and its target becomes you and one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

TRUE FORM
School abjuration; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Component V, S
Range medium (100 ft. + 10 ft./level)
Target up to one creature/3 levels, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
True form removes any polymorph effect from a target creature, returning it to its true form, even against its will. Against creatures affected by polymorph spell effects (such as baleful polymorph or giant form), you must make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the polymorph effect immediately ends.
A creature with the supernatural ability to change shape (such as a lycanthrope) must make a Will saving throw or immediately revert to its true form. If it fails this first saving throw, the creature can attempt another Will saving throw to overcome the spell as a full-round action that does not provoke attacks of opportunity. If this save succeeds, the spell ends and the creature is capable of changing shape once again. If the second save fails, the creature is locked in its true form for the duration of the spell, preventing any further polymorph effects from changing its shape.
Diminished Effects The spell’s target becomes one creature.
Heightened Effects The spell’s target becomes one creature per three caster levels, no two of which can be more than 30 feet apart.

TRUE SEEING
School divination; Level alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, sorcerer/wizard 6, summoner 5, witch 6; Domain knowledge 5; Bloodline arcane 6
Casting Time 1 standard action
Components V, S, M (an eye ointment that costs 250 gp)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Diminished Effects The range of true seeing conferred is 30 feet.
Heightened Effects The spell’s target becomes creatures touched, but you divide the duration in 1-minute intervals among the creatures touched.

TWILIGHT KNIFE
School evocation [force]; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, F (a small knife)
Range close (25 ft. + 5 ft./2 levels)
Effect floating knife of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round. The knife uses your base attack bonus modified by either your Intelligence or Charisma bonus (whichever is higher) when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a rogue, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack.
A twilight knife cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A twilight knife's AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes it. If the knife is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Diminished Effects When the knife sneak attacks, it only inflicts an extra 1d6 points of force damage per six caster levels on a successful attack.
Heightened Effects At 10th level, the knife gains the corrosive, flaming, frost, or shock weapon property (your choice at the time of casting). At 15th level, the weapon gains the corrosive burst, flaming burst, icy burst, or shocking burst weapon property (your choice at the time of casting). The spell gains the elemental descriptor associated with whichever weapon property used.

UNBREAKABLE CONSTRUCT
School abjuration; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (powdered adamantine worth 100 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one construct
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell increases the target's DR/adamantine by 5 or its hardness by 5. If the target does not have DR/adamantine or hardness, this spell has no effect.
Diminished Effects The spell’s range becomes touch.
Heightened Effects In addition to increasing the creature’s DR or hardness, the creature’s DR/adamantine becomes DR/epic instead.

UNDEAD ANATOMY
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 corporeal creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and darkvision 60 feet. 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, low-light vision, and scent.
In this form, you detect as an undead creature (such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as searing light).
Small undead: If the form you take is that of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium undead: If the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects You can assume the form of a Tiny or Large corporeal creature of the undead type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, blood drain, DR 5/bludgeoning, scent, freeze, grab, mimicry, pounce, shadowless, sound mimicry, and trip.
In this form, you gain a +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.
Tiny undead: If the form you take is that of a Tiny undead, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large undead: If the form you take is that of a Large undead, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
Notes This spell combines the effects of the following spells: undead anatomy I and undead anatomy II.

UNHALLOW
School evocation [evil]; Level cleric/oracle 5, druid 5, inquisitor 5
Casting Time 24 hours
Components V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area)
Range touch
Area 40-ft. radius emanating from the touched point
Duration instantaneous
Saving Throw see text; Spell Resistance see text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Diminished Effects The spell effect only lasts for 1 month. At the end of the month, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Heightened Effects The spell’s area increases to an 80-foot radius emanation from the touched point.

UNHOLY BLIGHT
School evocation [evil]; Level cleric/oracle 4, inquisitor 4; Domain evil 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration instantaneous (1d4 rounds); see text
Saving Throw Will partial; Spell Resistance yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
Diminished Effects Only good creatures within the burst’s radius are affected.
Heightened Effects The spell deals 1d10 points of damage per two caster levels (maximum 5d10) to each good creature in the area (or 1d8 points of damage per caster level, maximum 10d8, to an good outsider) and causes it to become sickened  for 1d6 rounds.

UNHOLY ICE
School transmutation [cold, evil, water]; Level cleric/oracle 5
Casting Time 1 standard action
Components V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)
Range medium (100 ft. + 10 ft./level)
Effect wall of ice or flying ice javelins (see text)
Duration 1 minute/level, instantaneous, or until expended (see text)
Saving Throw Reflex negates or none (see text); Spell Resistance yes
This spell creates a large mass of frozen unholy water that can be used for one of two effects.
Unholy Ice Wall: This functions like wall of ice (hemisphere or plane). Any creature that takes damage from unholy water takes 1 point of damage every time it touches or attacks the ice wall with melee attacks; extended contact with the wall (such as standing or walking on it) deals 1d6 points of damage. Even when the ice has been broken through, a sheet of frigid unholy air remains. Any creature that steps through it (including the one who broke through the wall) takes 1d6 points of damage + 1 point per caster level (no save); half of this damage is cold damage, half is damage from unholy water (creatures unharmed by unholy water do not take the damage).
Unholy Ice Javelins: The spell creates a number of javelins of frozen unholy water in your square equal to your caster level (maximum 15), which hurl themselves toward one or more targets that are no more than 10 feet away from each other. You must succeed on attack rolls (one per javelin) to hit the target with the javelin, using your base attack bonus + your Wisdom modifier. The javelins deal 1d6 damage each, plus 1 point of cold damage and 1 point of damage from unholy water. The javelins are destroyed by this attack.
Diminished Effects The unholy ice wall can only form a plane 1 inch thick per two caster levels, or a maximum of 10 unholy ice javelins are created.
Heightened Effects In addition to the above effects, the unholy ice wall deals 1d6 points of cold damage anytime it is touched our struck, or a maximum of 20 unholy ice javelins are created.

UNHOLY SWORD
School evocation [evil]; Level antipaladin 4
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon touched
Duration 1 round/level
Saving Throw none; Spell Resistance no
This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one unholy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any spells that modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon's bonus to attack does not stack with this spell's enhancement bonus to attack.
Diminished Effects The weapon does not emit a magic circle against good effect.

UNIVERSAL FORMULA
School transmutation; Level alchemist 4
Casting Time 1 standard action
Components V, S, M (quicksilver and powdered platinum worth 100 gp)
Range personal
Target you
Duration instantaneous
As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may not create an infused extract with this formula.
Diminished Effects The extract transforms into the appropriate extract for any formula you know of 2nd level or lower.
Heightened Effects The extract transforms into the appropriate extract for any formula you know of 4th level or lower.

UNWILLING SHIELD
School necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, M (ruby dust worth 250 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.
If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.
Diminished Effects You take only three quarters damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target.
Heightened Effects You take only one quarter damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target.

UTTER CONTEMPT
School enchantment [emotion]; Level antipaladin 3, bard 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (spittle)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You fill the target's heart with malice for all other creatures. The target's attitude toward all creatures other than itself worsens by two steps.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell’s target becomes one creature per three caster levels, no two of which can be more than 30 feet apart.