Pathfinder Society Legal Spells

+From Pathfinder Companion: Cheliax Empire of Devils

Aura of the Unremarkable
School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 4
Casting
Casting Time 1 full round
Components V, S, M (a white feather)
Effect
Range 30 ft.
Target non-allied creatures within a 30-ft. emanation
Duration 1 minute/level (D) and instantaneous
Saving Throw Will negates; Spell Resistance Yes
Description
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example, if you and your allies are beating a city guard for information, creatures within the area do not think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature break the effect of the spell for that creature. When the spell ends, observers see things normally but altered perceptions from the earlier events remain. Any mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.

Burning Disarm
School transmutation (fire); Level cleric 1, druid 1, sorcerer/wizard 1
Casti ng
Casting Time 1 standard action
Components V, S
Effect
Range Short (25 ft. + 5 ft./2 levels)
Target Held metal item of one creature or 15 lbs. of unattended metal
Duration Instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance Yes (object)
Description
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

Dirge of the Victorious Knights
School illusion (shadow); Level bard 6
Casting
Casting Time 1 full round
Components V, S, F (a medal from a dead Hellknight or a copy of a Chelish opera script)
Effect
Range 120 ft.
Effect 120-ft. line, 10 ft. wide
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
By performing part of the Chelish opera Victory of the Hellknights, you call forth spectral illusions of mounted Hellknights to trample your foes under the hooves of their glorious steeds. The incorporeal knights appear in your square and ride forward in the direction you indicate, dealing 1d6 points of damage per caster level (maximum 20d6) to all creatures in their path. Half of this damage is cold damage, while half results directly from arcane power and is not subject to cold resistance or immunity. The knights cannot pass
through force effects or barriers that block incorporeal creatures or undead.

Dweomer Retaliation
School abjuration; Level sorcerer/wizard 3
Casting
Casting Time 1 immediate action
Components V
Effect
Range Long (400 ft. + 40 ft./level)
Target one creature you counterspelled since your last turn
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your Charisma or Intelligence modifier (for sorcerers and wizards, respectively); your counterspelled opponent takes damage equal to this amount.
If the countered spell was at least 4th level, you and your opponent make opposed concentration checks. If you beat your
opponent by 10 or more, you retain this spell (or its spell slot, if you are a sorcerer) as if you had not cast it.

Emergency Force Sphere
School evocation (force); Level sorcerer/wizard 4
Casti ng
Casting Time 1 immediate action
Components V
Effect
Range 5 ft.
Effect 5-ft.-radius hemisphere of force centered on you
Duration 1 round/level (D)
Saving Throw None; Spell Resistance No
Description
As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per
caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.
Normally this spell is used to buy time for dealing with avalanches, floods, and rockslides, though it is also handy in dealing with ambushes.

Signifer’s Rally
School conjuration (teleportation)
[evil]; Level cleric 7, sorcerer/
wizard 7
Casti ng
Casting Time 1 standard action
Components V, S, M (100 gp worth of bloodstone for every ally teleported)
Effect
Range medium (100 ft. + 10 ft./level)
Target one willing ally/5 levels
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You teleport up to one ally per five caster levels to your location.
You determine which allies you want to teleport at the time of casting; these allies have 1 round to decide to allow or refuse your spell, and they teleport immediately upon accepting. Allies are teleported as if you had cast teleport on them (your current location is at least “studied carefully” for this purpose), appearing in a puff of brimstone in a space adjacent to you. If you are in combat and your allies were not, your allies may roll initiative upon arrival but are not considered flat-footed even though they have not taken any actions. The spell does not function in areas warded against intrusion by evil creatures (such as a magic circle against evil effect).

Twine Double
School illusion (shadow); Level sorcerer/wizard 3
Casting
Casting Time 10 minutes
Components V, S, M (cloth and twine)
Effect
Range 0 ft.
Effect One duplicate creature
Duration 1 minute/level (D)
Saving Throw None;
Spell Resistance No
Description
As simulacrum, except you can only duplicate yourself, and the duplicate is created from cloth and twine rather than ice and snow. The double looks exactly like you except its eyes are balls of twine (DC 10 Perception check to recognize double’s strange eyes). It wears clothing and gear that appear exactly like what you are wearing at the time of casting. Its copies of your magic items are
nonfunctional but radiate magic and have the same auras as your items. Its aura is identical to yours. Attempts to scry you while the double exists have a 50% chance of targeting the double instead of you.
The double cannot attack, has no special abilities, and has a +0 bonus on all saves and checks. You may verbally give the double orders as a free action, or control it telepathically as a standard action. You know what the double is experiencing, and when controlling it telepathically you can see and hear everything it sees and hears, though events at your location may drown out the sensory inputs from the double. The double has hit points equal to half your hit points at the time of casting. If brought to 0 hit points, it is destroyed, reverting to cloth and twine. The double is an animated object.