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Tuesday, July 8, 2014

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

by Tim Wallace

SMUG NARCISSISM
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a tiny shard of a mirror)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Duration 10 minute/level (D)
Saving Throw Will negates; Spell Resistance yes
You cause your target to become overwhelmed by its own importance, talents, and attractiveness. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target a –2 penalty on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, using the fight defensively or total defense action, and so on).
Diminished Effects The spell’s duration becomes 1 minute per caster level.
Heightened Effects The spell affects all creatures within a 10-foot-radius burst from the target creature, up to 1 creature per three caster levels. Creatures closest to the target creature are affected first.

SNAKE STAFF
School transmutation; Level cleric/oracle 5, druid 5
Casting Time 1 standard action
Components V, S, M (a knife suitable for whittling)
Range medium (100 ft. + 10 ft./level)
Target 1 or more pieces of wood, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates (object); Spell Resistance yes (object)
With a long hissing whisper, you transform ordinary pieces of wood into various sorts of snakes that immediately attack your foes. As long as the snakes remain within sight, you can direct their actions telepathically as a free action. You can only apply this spell to wooden objects not in a creature's possession or not part of a larger structure or plant. Each time you cast this spell you can create a number of snakes equal to your caster level. More powerful snakes take up more than one of your available total, as noted below. See Snake statistics and advanced and giant simple templates.
Venomous Snake: A stick or piece of firewood. Counts as 1 snake.
Constrictor Snake: A staff or tree branch. Counts as 2 snakes.
Advanced Venomous Snake: A stick or piece of firewood. Counts as 2 snakes.
Advanced Constrictor Snake: A staff or tree branch. Counts as 3 snakes.
Advanced Giant Venomous Snake: A log or pile of debris. Counts as 4 snakes.
Advanced Giant Constrictor Snake: A fallen tree or a large pile of debris. Counts as 5 snakes.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels), and you can only create a number of snakes equal to half your caster level.
Heightened Effects Each time you cast this spell you can create a number of snakes equal to twice your caster level.

SOLID FOG
School conjuration (creation); Level magus 4, sorcerer/wizard 4, witch 4; Domain cloud 4
Casting Time 1 standard action
Components: V, S, M (powdered peas and an animal hoof)
Range medium (100 ft. + 10 ft. level)
Effect fog spreads in 20-ft. radius
Duration 1 min./level
Saving Throw none; Spell Resistance no
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). In addition, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels). In addition, creatures moving through a solid fog move at half their normal speed but do not take a penalty on melee attack damage rolls.
Heightened Effects The fog spreads in 30-foot radius. Creatures moving through a solid fog are staggered.

SONG OF DISCORD
School enchantment (compulsion) [mind-affecting, sonic]; Level bard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area creatures within a 20-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.
Diminished Effects Each affected creature has a 20% chance to attack the nearest target each round.
Heightened Effects The spell’s area becomes a 30-foot-radius spread.

SONIC THRUST
School evocation [sonic]; Level bard 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Target see text
Duration instantaneous
Saving Throw Will negates (object) or none (see text); Spell Resistance yes (object) (see text)
You produce a sweeping rush of sound that can hurl creatures or objects away from you, like the violent thrust version of telekinesis. You can hurl one object or creature per caster level (maximum 15) that is within range; it flies in a straight line away from you. Any objects of creatures thrown must be within 10 feet of each other. You can hurl a total weight of up to 25 pounds per caster level (maximum 375 pounds at 15th level).
You can use this spell to hurl an object or creature toward a particular target. 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 wizard) or Charisma modifier (if a bard or sorcerer). Hurled 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 that 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 hurled creature is thrown against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Diminished Effects You can hurl one object or creature per two caster levels (maximum 10) that is within range. You can hurl a total weight of up to 25 pounds per two caster levels (maximum 250 pounds at 10th level).
Heightened Effects You can hurl one object or creature per caster level (maximum 20) that is within range. You can hurl a total weight of up to 25 pounds per caster level (maximum 500 pounds).

SOOTHE CONSTRUCT
School abjuration; Level cleric/oracle 4, sorcerer/wizard 5
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one construct
Duration instantaneous
Saving Throw none; Spell Resistance no
You soothe the elemental spirit of a targeted construct, reducing its chance of going berserk by 1d4% per four caster levels (maximum 5d4%). If cast on a construct that has already gone berserk and you are its master, you may immediately roll d% to end the construct's berserk state, it returns to normal functioning, and its berserk chance returns to 0%.
Diminished Effects The spell’s range becomes touch, and you must succeed in a melee touch attack against the target.
Heightened Effects You reduce the target’s chance of going berserk by 20%.

SPEAK WITH DEAD
School necromancy [language-dependent]; Level  cleric/oracle 3, inquisitor 3, witch3; Domain knowledge 3, repose 3
Casting Time 10 minutes
Components V, S, DF
Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no
You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.
If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects The spell functions normally as long as you have the dead creature’s intact head. In addition, you may use this spell to affect an undead creature that has been destroyed. However, it can only answer questions up to its natural death.

SPELL IMMUNITY
School abjuration; Level alchemist 4, cleric/oracle 4, inquisitor4; Domain protection 4, strength 4
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The spell’s target becomes creatures touched, and divide the duration in 10-minute intervals among the creatures touched.
Notes This spell combines the effects of the following spells: spell immunity and communal spell immunity.

SPELL RESISTANCE
School abjuration; Level alchemist 5, cleric/oracle 5, inquisitor5; Domain magic 5, protection 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The target gains spell resistance equal to 12 + your caster level.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The spell’s target becomes creatures touched, and divide the duration in 1-minute intervals among the creatures touched.

SPIKE STONES
School transmutation [earth]; Level druid 4; Domain earth 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Magic traps such as spike stones are hard to detect. A rogue (only) can use the Perception skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones. Spike stones is a magic trap that can't be disabled with the Disable Device skill.
Diminished Effects The spell’s duration becomes 10 minutes per caster level. In addition, each creature moving through the area takes 1d6 points of piercing damage for each 5 feet of movement through the spiked area.
Heightened Effects Each creature moving through the area takes 1d10 points of piercing damage for each 5 feet of movement through the spiked area. The spell can be cast on stone floors, as long as the stonework is somewhat crude (the bottom of a mine, for example, as opposed to a smooth palace floor made of marble).

SPIKED PIT
Notes Spiked pit has been be incorporated into create pit.

SPIRITUAL ALLY
School evocation [force]; Level cleric/oracle 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect spiritual ally of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god. The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally 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 The spell’s range becomes close (25 ft. + 5 ft./2 levels), and its duration becomes concentration, up to 1 round per caster level.
Heightened Effects At 10th level, the spiritual ally's weapon gains the corrosive, flaming, frost, or shock weapon property, whichever best fits with your deity or mystery (or your choice at the time of casting if multiple or none of them fit well with your deity or mystery). At 15th level, the weapon gains the corrosive burst, flaming burst, icy burst, or shocking burst weapon property, whichever best fits with your deity or mystery (or your choice at the time of casting if multiple or none of them fit well with your deity or mystery). The spell gains the elemental descriptor associated with whichever weapon property used.

SPIT VENOM
School transmutation [poison]; Level cleric/oracle 4, druid 3, witch 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect one stream of venom
Duration instantaneous; see text
Saving Throw Fortitude partial; Spell Resistance no
You spit a stream of venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC.
Diminished Effects The spell’s range becomes 10 feet. The target must also save or be poisoned by medium spider venom.
Heightened Effects The target must also save or be poisoned by wyvern poison.

SPITE
School abjuration; Level witch 4
Casting Time 1 round
Components V, S, M (rare inks worth 250 gp)
Range personal
Target you
Duration 1 hour/level (D) or until discharged
Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect.
You can have only one spite spell in effect at a time; if you cast this spell a second time, the previous spell effect ends.
Diminished Effects The spell’s duration is reduced to 10 minutes per caster level. In addition, you can only store a touch range spell of 3rd level or lower with a casting time of 1 standard action or less.
Heightened Effects You can store a touch range spell or a ranged spell that has a ray effect (such as ray of exhaustion) of 5th level or lower with a casting time of 1 standard action or less.

STAY THE HAND
School enchantment (compulsion) [mind-affecting]; Level paladin 4
Casting Time 1 immediate action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level and special; see text
Saving Throw Will partial; Spell Resistance yes
You cause a creature's arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed saving throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful saving throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a –5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a –2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.
Diminished Effects The spell’s range becomes close (25 ft. + 5 ft./2 levels) and its duration becomes 1 round.

STINKING CLOUD
Notes Stinking cloud has been incorporated into fog cloud.

STONE SHAPE
School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3
Casting Time 1 standard action
Components V, S, M/DF (soft clay)
Range touch
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Diminished Effects The spell’s target becomes a stone or stone object no larger than 1 cu. ft. + 1 cu. ft. per two caster levels.
Heightened Effects There is only a 10% chance that any shape that includes moving parts simply doesn't work.

STONESKIN
School abjuration; Level alchemist 4, druid 5, inquisitor 4, magus 4, sorcerer/wizard4, summoner 3; Domain earth 6, strength 6; Bloodline abyssal 4
Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth 250 gp)
Range touch
Target creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Diminished Effects The spell’s range becomes personal and its target becomes you.
Heightened Effects The spell’s target becomes creatures touched, and divide the duration in 10-minute intervals among the creatures touched.
Notes This spell combines the effects of the following spells: stoneskin and communal stoneskin.

STRANGLING HAIR
School transmutation; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration, up to 1 round/level
Saving Throw none; Spell Resistance yes
Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.
Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.
Diminished Effects Each round that your hair succeeds on a grapple check, it only deals 1d4 points of damage or your unarmed strike damage, whichever is greater. In addition, your hair can be targeted as a separate creature. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your caster level.
Heightened Effects Each round that your hair succeeds on a grapple check, it deals addition damage equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer).

STRONG JAW
School transmutation; Level druid 4, ranger 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.
Diminished Effects Each natural attack that creature makes deals damage as if the creature were one size larger than it actually is. If the creature is already Colossal-sized, double the amount of damage dealt by each of its natural attacks instead.
Heightened Effects Each natural attack that creature makes deals damage as if the creature were three sizes larger than it actually is. If the creature is already Huge, Gargantuan, or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead.

STUNNING FINALE
School enchantment (compulsion) [mind-affecting]; Level bard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets up to 3 creatures, no two of which can be more than 30 ft. apart
Duration 1 round
Saving Throw Fortitude partial; see text; Spell Resistance yes
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is stunned for 1 round. On a successful saving throw, a target is staggered for 1 round.
Diminished Effects Each target is staggered for 1 round. On a successful saving throw, a target suffers no ill effect.
Heightened Effects Each target is stunned for 1d4 rounds. On a successful saving throw, a target is stunned for 1 round and then staggered for 1d4 rounds.

SUGGESTION
School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3; Domain charm 3, devil (evil, law) 3
Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level or until completed
Saving Throw Will negates; Spell Resistance yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Diminished Effects The spell’s duration becomes 10 minutes per caster level.
Heightened Effects Whether or not the target succeeds in its initial saving throw, it must make a second Will saving throw. If it fails this second save, the target has no idea that you cast a spell on it and does not remember the suggestion at all.

SUMMON MONSTER
School conjuration (summoning) [see text]; Level antipaladin 4 (diminished version only), bard 5, cleric/oracle 5, sorcerer/wizard5, summoner 4, witch 5; Domain darkness 5
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the table below. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on the table below marked with an “*” are summoned with the celestial template, if you are good, the entropic template, if you are chaotic, the fiendish template, if you are evil, or the resolute template, if you are lawful. If your alignment contains two elements, you may choose which template to apply to the creature (for example, if you are lawful good, you may choose whether the creature is celestial or resolute). If you are true neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Monster
Subtype
Ankylosaurus (dinosaur)*
Babau (demon)
Chaotic, Evil
Bearded devil
Evil, Lawful
Bralani azata
Chaotic, Good
Dire lion*
Elemental (Large)
Elemental
Giant moray eel*
Kyton
Evil, Lawful
Orca (dolphin)*
Salamander
Evil
Woolly rhinoceros*
Xill
Evil, Lawful
Diminished Effects You instead summon one of the monsters on the following table:
Monster
Subtype
Ant, giant (drone)*
Bison (herd animal)*
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Dire wolf*
Elemental (Medium)
Elemental
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell hound
Evil, Lawful
Hound archon
Good, Lawful
Lion*
Mephit (any)
Elemental
Pteranodon (dinosaur)*
Rhinoceros*
Heightened Effects You instead summon one of the monsters on the following table:
Monster
Subtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge)
Elemental
Elephant*
Erinyes (devil)
Evil, Lawful
Giant octopus*
Invisible stalker
Air
Lillend azata
Chaotic, Good
Shadow demon
Chaotic, Evil
Succubus (demon)
Chaotic, Evil
Triceratops (dinosaur)*
Notes This spell combines the effects of the following spells: summon monster IV, summon monster V, and summon monster VI.

SUMMON NATURE’S ALLY
School conjuration (summoning); Level druid 5, ranger 4 (diminished version only)
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Monster
Subtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)
Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
Diminished Effects You instead summon one of the creatures on the following table:
Monster
Subtype
Ant, giant (drone)
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)
Elemental
Giant scorpion
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)
Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
Heightened Effects You instead summon one of the creatures on the following table:
Monster
Subtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)
Elemental
Elephant
Giant octopus
Hill giant
Stegosaurus (dinosaur)
Stone giant
Earth
Triceratops (dinosaur)
Notes This spell combines the effects of the following spells: summon nature’s ally IV, summon nature’s ally V, and summon nature’s ally VI.

SUMMONER CONDUIT
School necromancy; Level cleric/oracle 4, sorcerer/wizard 5, summoner 4, witch 5
Casting Time 1 standard action
Components V, S, M (two flies)
Range close (25 ft. + 5 ft./2 levels)
Target one summoned creature or eidolon
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You exploit the invisible, mystic connection between the target creature and its summoner to harm that summoner. Whenever the target summoned creature is the target of a spell that deals damage, the target's summoner is also considered to be a target of that spell. Such a summoner gains his normal defenses against the spell, such as a saving throw and spell resistance, and cannot be affected if he is on another plane of existence.
Diminished Effects The spell’s duration becomes 1 round per caster level.
Heightened Effects Whenever the target summoned creature takes damage from any source (including physical attacks and area effect spells, such as fireball), the target's summoner is also considered to be a target, and takes the same damage.

Sidebar: Triggering a Symbol Spell
A creature that enters the area while the symbol spell is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol spell is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol spell must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol spell ineffective, unless a creature removes the covering, in which case the symbol spell works normally.
As a default, a symbol spell is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol spell's triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol spell to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol spell offensively; for instance, a touch-triggered symbol spell remains untriggered if an item bearing the symbol spell is used to touch a creature. Likewise, a symbol spell cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol spell can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.
When scribing a symbol spell, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol spell, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol spell cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols spell, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
A symbol spell can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol spell. Destruction of the surface where a symbol spell is inscribed destroys the symbol but also triggers it.

SYMBOL OF HEALING
School conjuration (healing); Level cleric/oracle 3, paladin 4, witch 4
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 500 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of the symbol of healing instead are bathed in positive energy and heal 2d8 points + 1 point of damage per caster level (maximum +15). Undead and other creatures harmed by positive energy instead take 2d8 points of damage + 1 point per caster level (maximum +15); a Will save reduces this damage by half. A creature can only be healed or harmed by the symbol once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of healing are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol of healing.
Symbol of healing can be made permanent with a permanency spell by a caster of 12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF PAIN
School necromancy [evil, pain]; Level cleric/oracle 5, sorcerer/wizard 5, witch 5
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, each creature within the 60 feet of a symbol of pain suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Once triggered, the symbol remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of pain are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
Symbol of pain can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF REVELATION
School divination; Level cleric/oracle 4, sorcerer/wizard 4, witch 4
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw none; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. It is activated by invisible creatures, creatures affected by an illusion (glamer) effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. When triggered, each of these creatures within 60 feet of the symbol are outlined by a pale light that functions like faerie fire, except it lasts for 10 minutes per caster level; the symbol does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of revelation are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol of revelation.
Symbol of revelation can be made permanent with a permanency spell by a caster of 12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF SCRYING
School divination (scrying); Level cleric/oracle 5, sorcerer/wizard 5, witch 5
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw none; Spell Resistance no
This spell allows you to scribe a potent rune of power upon a surface. When triggered, it creates a scrying sensor linked to you and centered on the symbol, even if you are on a different plane than the symbol. You are immediately aware that the symbol has been triggered if you are conscious, and are awakened from normal sleep if sleeping. The symbol does not otherwise disturb your concentration. You may observe the area through the symbol as if using a scrying spell with the sensor as the target creature. Once triggered, the symbol remains active for 10 minutes per caster level.
A symbol of scrying is not considered a magical trap. Symbol of scrying can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF SLEEP
School enchantment (compulsion) [mind-affecting]; Level cleric/oracle 5,sorcerer/wizard 5, witch 5
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Fortitude negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
Once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of sleep are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.
Symbol of sleep can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF SLOWING
School transmutation; Level cleric/oracle 4, sorcerer/wizard 4, witch 4
Casting Time 10 minutes
Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates; Spell Resistance yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, all creatures within 60 feet of a symbol of slowing are slowed (as the slow spell) for 1 round per caster level.
Note: Magic traps such as symbol of slowing are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 29 for symbol of slowing.
Symbol of slowing can be made permanent with a permanency spell by a caster of 12th level or higher for the cost of 10,000 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.

SYMBOL OF STRIKING
School illusion (shadow); Level cleric/oracle 5, magus 5, sorcerer/wizard 5, witch 5
Casting Time 10 minutes
Components V, S, M (a masterwork melee weapon costing at least 300 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will half, see text; Spell Resistance yes, see text
This spell allows you to use the material component, you scribe a symbol of striking so it fills a 5-foot square. Once triggered, the symbol of striking glows and lasts for 10 minutes per caster level or until it has made a number of attacks of opportunity equal to your level, whichever comes first. When triggered, the symbol threatens its area and the area around it as if it were a Medium creature wielding a magic version of the weapon you used as the material component. Using your caster level + 1 + your Intelligence modifier (magus, witch, wizard) or Wisdom modifier (cleric) or Charisma modifier (oracle, sorcerer) as its attack bonus, the symbol can make a number of attacks of opportunity each round equal to 1 + the same ability score modifier you used to determine its attack bonus. It gains a bonus on damage rolls equal to the same ability score modifier you used to determine its attack bonus. A shadowy version of you wielding the material component appears to make these attacks.
The symbol attacks any non-attuned creature that provokes an attack of opportunity from the symbol. However, when the symbol first attacks a creature, the symbol must overcome that creature's spell resistance or be rendered unable to harm it. The symbol never again attacks such creatures. Further, when the symbol first attacks a creature, a successful Will saving throw allows the creature to see the shadow nature of the attacks and take half damage when such attacks hit.
Note: Magic traps such as symbol of striking are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 30 for symbol of striking.
Symbol of striking can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 12,500 gp.
Diminished Effects Once triggered, the symbol only remains active for 1 minute per caster level.
Heightened Effects Once triggered, the symbol only remains active for 1 hour per caster level.