Spells R S

Rage

School: enchantment (compulsion) [mind-affecting]
Level: bard 2, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Targets: one willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

Each affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC.
The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.


Rainbow Pattern

School: illusion (pattern) [mind-affecting]
Level:bard 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
Range: medium (100 ft. + 10 ft./level)
Effect: colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can’t see them are no longer affected.

The spell does not affect sightless creatures.


Raise Dead

School: conjuration (healing)
Level: cleric 5
Casting
Casting Time: 1 minute
Components: V, S, M, DF (diamond worth 5,000 gp)

Range: touch
Target: dead creature touched
Duration: instantaneous
Saving Throw: none, see text
Spell Resistance: yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its
Con to 0 or less, it can’t be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised.
A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current Hit
Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.


Ray of Enfeeblement

School: necromancy
Level: sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to
Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.


Ray of Exhaustion

School: necromancy
Level: sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, M (a drop of sweat)

Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: yes

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.


Ray of Frost

School: evocation [cold]
Level: sorcerer/wizard 0

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.


Read Magic

School: divination
Level: bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0

Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)

Range: personal
Target: you
Duration: 10 min./level

You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.


Reduce Animal

School: transmutation
Level: druid 2, ranger 3

Casting Time: 1 standard action
Components: V, S

Range: touch
Target: one willing animal of Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size.


Reduce Person, Mass

School: transmutation
Level: sorcerer/wizard 4

Target: one humanoid creature/level, no two of which can be more than 30 ft. apart

This spell functions like reduce person, except that it affects multiple creatures.


Reduce Person

School: transmutation
Level: sorcerer/wizard 1

Casting Time: 1 round
Components: V, S, M (a pinch of powdered iron)

Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: yes

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-./2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.
This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell.


Refuge

School: conjuration (teleportation)
Level: cleric 7, sorcerer/wizard 9

Casting Time: 1 standard action
Components: V, S, M (a prepared object worth 1,500 gp)

Range: touch
Target: object touched
Duration: permanent until discharged
Saving Throw: none
Spell Resistance: no

You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used.
To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.


Regenerate

School: conjuration (healing)
Level: cleric 7, druid 9

Casting Time: 3 full rounds
Components: V, S, DF

Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion an./or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


Reincarnate

School: transmutation
Level: Druid 4
Casting
Casting Time: 10 minutes
Components: V, S, M, DF (oils worth 1,000 gp)

Range: touch
Target: dead creature touched
Duration: instantaneous
Saving Throw: none, see text
Spell Resistance: yes (harmless)

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return.
If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form.
It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged.
Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains one permanent negative level when it is reincarnated. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature that has died of old age. d% Incarnation Str Dex Con 01 Bugbear +4 +2 +2 02–13 Dwarf +0 +0 +2 14–25 Elf +0 +2 –2 26 Gnoll +4 +0 +2 27–38 Gnome –2 +0 +2 39–42 Goblin –2 +2 +0 43–52 Half-elf +0 +0 +0 53–62 Half-orc +2 +0 +0 63–74 Halfling –2 +2 +0 75–89 Human +0 +0 +0 90–93 Kobold –4 +2 –2 94 Lizardfolk +2 +0 +2 95–98 Orc +4 +0 +0 99 Troglodyte +0 –2 +4 100 Other (GM’s choice) ? ? ?
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.


Remove Blindness/Deafness

School: conjuration (healing)
Level: cleric 3, paladin 3

Casting Time: 1 standard action
Components: V, S

Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

Remove blindnes./deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove blindnes./deafness counters and dispels blindnes./deafness.


Remove Curse

School: abjuration
Level: bard 3, cleric 3, paladin 3, wizar./sorcerer 4
Casting
Casting Time: 1 standard action
Components: V, S

Range: touch
Target: creature or object touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.
Remove curse counters and dispels bestow curse.


Remove Disease

School: conjuration (healing)
Level: cleric 3, druid 3, Ranger 3
Casting
Casting Time: 1 standard action
Components: V, S

Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

Remove disease can cure all diseases that the subject is suffering from.
You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills parasites, including green slime and others.
Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.


Remove Fear

School: abjuration
Level: bard 1, cleric 1

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.


Remove Paralysis

School: conjuration (healing)
Level: cleric 2, paladin 2

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Targets: up to four creatures, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell.
If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.


Repel Metal or Stone

School: abjuration [earth]
Level: druid 8

Casting Time: 1 standard action
Components: V, S

Range: 60 ft.
Area: 60-ft. line from you
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: no

Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.


Repel Vermin

School: abjuration
Level:bard 4, cleric 4, druid 4, ranger 3
Casting Time: 1 standard action
Components: V, S, DF
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: none or Will negates; see text
Spell Resistance: yes
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.

A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.


Repel Wood

School: transmutation
Level:druid 6
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area: 60-ft. line-shaped emanation from you
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy.

Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action. If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.


Repulsion

School: abjuration
Level: cleric 7, sorcerer/wizard 6

Casting Time: 1 standard action
Components: V, S, ./DF (a pair of canine statuettes worth 50 gp)

Range: up to 10 ft./level
Area: up to 10-ft.-radius/level emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.


Resilient Sphere

School: evocation [force]
Level:sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, F (a crystal sphere)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: yes
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration.

The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

The subject may resist, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.


Resistance

School: abjuration
Level: bard 0, cleric 0, druid 0, paladin 1, sorcerer/ wizard 0

Casting Time: 1 standard action
Components: V, S, ./DF (a miniature cloak)

Range: touch
Target: creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.


Resist Energy

School: abjuration
Level: cleric 2, druid 2, paladin 2, ranger 1, sorcerer/ wizard 2

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.
The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


Restoration, Greater

School: conjuration (healing)
Level: cleric 7

Components: V, S, M (diamond dust 5,000 gp)

This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature.
Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.


Restoration, Lesser

School: conjuration (healing)
Level: cleric 2, druid 2, paladin 1

Casting Time: 3 rounds
Components: V, S

Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


Restoration

School: conjuration (healing)
Level: cleric 4, paladin 4

Casting Time: 1 minute
Components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)

Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a one-week period.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.


Resurrection

School: conjuration (healing)
Level: cleric 7
Casting
Components: V, S, M, DF (diamond worth 10,000 gp)

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised).
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.


Reverse Gravity

School: transmutation
Level: druid 8, sorcerer/wizard 7

Casting Time: 1 standard action
Components: V, S, ./DF (lodestone and iron filings)

Range: medium (100 ft. + 10 ft./level)
Area: up to one 10-ft. cube per level (S)
Duration: 1 round/level (D)
Saving Throw: none; see text
Spell Resistance: no

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.


Righteous Might

School: transmutation
Level: cleric 5

Casting Time: 1 standard action
Components: V, S, DF

Range: personal
Target: you
Duration: 1 round/level (D)

Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain damage reduction ./evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 15th level this damage reduction becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell.
Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
Multiple magical effects that increase size do not stack.


Rope Trick

School: transmutation
Level: sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, M (powdered corn and a twisted loop of parchment)

Range: touch
Target: one touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.


Rusting Grasp

School: transmutation
Level: druid 4

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target: one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: see text
Saving Throw: none
Spell Resistance: no

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon.
A metal weapon that is hit is destroyed. Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.
The spell lasts for 1 round per level, and you can make one melee touch attack per round.


Sanctuary

School: abjuration
Level: cleric 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: no

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


Scare

School: necromancy [fear, mind-affecting]
Level: bard 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, M (a bone from an undead creature)

Range: medium (100 ft. + 10 ft./level)
Targets: one living creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text for cause fear
Saving Throw: Will partial
Spell Resistance: yes

This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.


Scintillating Pattern

School: illusion (pattern) [mind-affecting]
Level: sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S, M (a crystal prism)

Range: close (25 ft. + 5 ft./2 levels)
Effect: colorful lights in a 20-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: none
Spell Resistance: yes

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20).
Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice. 6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 13 or more: Confused for 1d4 rounds.
Sightless creatures are not affected by scintillating pattern.


Scorching Ray

School: evocation [fire]
Level: sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more rays
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


Screen

School: illusion (glamer)
Level: sorcerer/wizard 8

Casting Time: 10 minutes
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: none or Will disbelief (if interacted with); see text; Spell
Resistance no

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.


Scrying, Greater

School: divination (scrying)
Level: bard 6, cleric 7, druid 7, sorcerer/ wizard 7

Casting Time: 1 standard action
Components: V, S

Duration: 1 hour/level

This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.


Scrying

School: divination (scrying)
Level: bard 3, cleric 5, druid 4, sorcerer/ wizard 4

Casting Time: 1 hour
Components: V, S, ./DF (a pool of water), F (a silver mirror worth 1,000 gp)

Range: see text
Effect: magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge W ill Save Modifier
None1 +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5 1 You must have some sort of connection to a creature of which you have no knowledge.
Connection W ill Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10
If the save fails, you can see and hear the subject and the subject’s surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.


Sculpt Sound

School: transmutation
Level: bard 3

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature or object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.
A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.


Searing Light

School: evocation
Level: cleric 3

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


Secret Chest

School: conjuration (summoning)
Level:sorcerer/wizard 5
Casting Time: 10 minutes
Components: V, S, F (the chest and its replica)
Range: see text
Target: one chest and up to 1 cu. ft. of goods/caster level
Duration: 60 days or until discharged
Saving Throw: none
Spell Resistance: no
You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet).

If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can only have one pair of these chests at any given time—even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.


Secret Page

School: transmutation
Level:bard 3, sorcerer/wizard 3
Casting Time: 10 minutes
Components: V, S, M (powdered herring scales and will-o’- wisp essence)
Range: touch
Target: page touched, up to 3 sq. ft. in size
Duration: permanent
Saving Throw: none
Spell Resistance: no
Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.


Secure Shelter

School: conjuration (creation)
Level:bard 4, sorcerer/wizard 4
Casting Time: 10 minutes
Components: V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell.

Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings—eight bunks, a trestle table, eight stools, and a writing desk.


See Invisibility

School: divination
Level: bard 3, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, M (talc and powdered silver)

Range: personal
Target: you
Duration: 10 min./level (D)

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.


Seeming

School: illusion (glamer)
Level: bard 5, sorcerer/wizard 5

Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature per two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates or Will disbelief (if interacted with); Spell
Resistance yes or no; see text

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.


Sending

School: evocation
Level: cleric 4, sorcerer/wizard 5

Casting Time: 10 minutes
Components: V, S, ./DF (fine copper wire)

Range: see text
Target: one creature
Duration: 1 round; see text
Saving Throw: none
Spell Resistance: no

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)


Sepia Snake Sigil

School: conjuration (creation) [force]
Level:bard 3, sorcerer/ wizard 3
Casting Time: 10 minutes
Components: V, S, M (powdered amber worth 500 gp and a snake scale)
Range: touch
Target: one touched book or written work
Duration: permanent or until discharged; until released or 1d4 days + 1 day/level; see text
Saving Throw: Reflex negates
Spell Resistance: no
When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least 25 words long.

When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.


Sequester

School: abjuration
Level:sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a basilisk eyelash and gum arabic)
Range: touch
Target: one willing creature or object (up to a 2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: none or Will negates (object)
Spell Resistance: no or yes (object)
When cast, this spell not only prevents divination spells from detecting or locating the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.


Shades

School: illusion (shadow)
Level:sorcerer/wizard 9
This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.


Shadow Conjuration, Greater

School: illusion (shadow)
Level:sorcerer/wizard 7
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.


Shadow Conjuration

School: illusion (shadow)
Level:bard 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: see text
Effect: see text
Duration: see text
Saving Throw: Will disbelief (if interacted with); varies; see text;
Spell Resistance: yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.


Shadow Evocation, Greater

School: illusion (shadow)
Level:sorcerer/wizard 8
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only threefifths (60%) damage.


Shadow Evocation

School: illusion (shadow)
Level:bard 5, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: see text
Effect: see text
Duration: see text
Saving Throw: Will disbelief (if interacted with); Spell
Resistance: yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage.

Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.


Shadow Walk

School: illusion (shadow)
Level: bard 5, sorcerer/wizard 6

Casting Time: 1 standard action
Components: V, S

Range: touch
Targets: up to one touched creatur./ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: yes

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of
Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Shambler

School: conjuration (creation)
Level: druid 9

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Effect: three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: seven days or seven months (D); see text
Saving Throw: none
Spell Resistance: no

The shambler spell creates 1d4+2 shambling mounds with 11 HD each.
The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.


Shapechange

School: transmutation (polymorph)
Level: druid 9, wizar./sorcerer 9
Casting
Casting Time: 1 standard action
Components: V, S, F (jade circlet worth 1,500 gp)

Range: personal
Target: you
Duration: 10 min/level (D)

This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, beast form IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.


Shatter

School: evocation [sonic]
Level: bard 2, cleric 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, ./DF (a chip of mica)

Range: close (25 ft. + 5 ft./2 levels)
Area: or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: yes des cript ion (obje ct)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.
Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.


Shield of Faith

School: abjuration
Level: cleric 1

Casting Time: 1 standard action
Components: V, S, M (parchment with a holy text written on it)

Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).


Shield of Law

School: abjuration [lawful]
Level: cleric 8

Casting Time: 1 standard action
Components: V, S, F (a reliquary worth 500 gp.)

Range: 20 ft.
Targets: one creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: see text
Spell Resistance: yes (harmless)

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).


Shield Other

School: abjuration
Level: cleric 2, paladin 2

Casting Time: 1 standard action
Components: V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)

Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.


Shield

School: abjuration [force]
Level: sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S

Range: personal
Target: you
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you.
The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.


Shillelagh

School: transmutation
Level: druid 1

Casting Time: 1 standard action
Components: V, S, DF

Range: touch
Target: one touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


Shocking Grasp

School: evocation [electricity]
Level: sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S

Range: touch
Target: creature or object touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).


Shout, Greater

School: evocation [sonic]
Level: bard 6, sorcerer/wizard 8

Components: : V, S, F (a metal or ivory horn)

Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text

This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.


Shout

School: evocation [sonic]
Level: bard 4, sorcerer/wizard 4

Casting Time: 1 standard action
Components: V

Range: 30 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text; Spell
Resistance yes (object)

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.


Shrink Item

School: transmutation
Level:sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one touched object of up to 2 cu. ft./level
Duration: 1 day/level; see text
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.


Silence

School: illusion (glamer)
Level: bard 2, cleric 2
Casting
Casting Time: 1 round
Components: V, S

Range: long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min/level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance:: yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.


Silent Image

School: illusion (figment)
Level: bard 1, sorcerer/wizard 1

Casting Time: 1 standard action
Components: V, S, F (a bit of fleece)

Range: long (400 ft. + 40 ft./level)
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: no

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.


Simulacrum

School: illusion (shadow)
Level:sorcerer/wizard 7
Casting Time: 12 hours
Components: V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
Range: 0 ft.
Effect: one duplicate creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Simulacrum creates an illusory duplicate of any creature.

The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.

At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.


Slay Living

School: necromancy [death]
Level: cleric 5

Casting Time: 1 standard action
Components: V, S

Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes

You can attempt to slay any one living creature. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage +1 point per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.


Sleep

School: enchantment (compulsion) [mind-affecting]
Level: bard 1, sorcerer/wizard 1

Casting Time: 1 round
Components: V, S, M (fine sand, rose petals, or a live cricket)

Range: medium (100 ft. + 10 ft./level)
Area: one or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.


Sleet Storm

School: conjuration (creation) [cold]
Level: druid 3, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, ./DF (dust and water)

Range: long (400 ft. + 40 ft./level)
Area: cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).
The sleet extinguishes torches and small fires.


Slow

School: transmutation
Level: bard 3, sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, M (a drop of molasses)

Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.


Snare

School: transmutation
Level: ranger 2, druid 3

Casting Time: 3 rounds
Components: V, S, DF

Range: touch
Target: touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: none
Spell Resistance: no

This spell enables you to make a snare that functions as a magic trap.
The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Perception DC 23 for a character with the trapfinding ability to locate).
One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23
Escape Artist check or a DC 23 Strength check that is a full-round action.
The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.


Soften Earth and Stone

School: transmutation [earth]
Level:druid 2
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.

Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.

Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Solid Fog

School: conjuration (creation)
Level: sorcerer/wizard 4

Components: : V, S, M (powdered peas and an animal hoof )

Duration: 1 min./level
Spell Resistance no

This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes 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 falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
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.


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.


Soul Bind

School: necromancy
Level: cleric 9, sorcerer/wizard 9

Casting Time: 1 standard action
Components: V, S, F (see text)

Range: close (25 ft. + 5 ft./2 levels)
Target: corpse
Duration: permanent
Saving Throw: Will negates
Spell Resistance: no

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
The focus for this spell is a black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted.
While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched.


Sound Burst

School: evocation [sonic]
Level: bard 2, cleric 2

Casting Time: 1 standard action
Components: V, S, ./DF (a musical instrument)

Range: close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.


Speak with Animals

School: divination
Level: bard 3, druid 1, ranger 1

Casting Time: 1 standard action
Components: V, S

Range: personal
Target: you
Duration: 1 min./level

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal.
Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.


Speak with Dead

School: necromancy [language-dependent]
Level: cleric 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 and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.
This spell allows you to speak to the person whose soul has departed.
If the 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.


Speak with Plants

School: divination
Level: bard 4, druid 3, ranger 2

Casting Time: 1 standard action
Components: V, S

Range: personal
Target: you
Duration: 1 min./level

You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.


Spectral Hand

School: necromancy
Level: sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Effect: one spectral hand
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no

A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.


Spell Immunity, Greater

School: abjuration
Level: cleric 8

This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.


Spell Immunity

School: abjuration
Level: cleric 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.


Spell Resistance

School: abjuration
Level: cleric 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 creature gains spell resistance equal to 12 + your caster level.


Spellstaff

School: transmutation
Level: druid 6

Casting Time: 10 minutes
Components: V, S, F (the staff that stores the spell)

Range: touch
Target: wooden quarterstaff touched
Duration: permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You store one spell that you can normally cast in a wooden quarterstaff.
Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.


Spell Turning

School: abjuration
Level: sorcerer/wizard 7

Casting Time: 1 standard action
Components: V, S, ./DF (a small silver mirror)

Range: personal
Target: you
Duration: until expended or 10 min./level

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result. d% Effect 01–70 Spell drains away without effect. 71–80 Spell affects both of you equally at full effect. 81–97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98–100 Both of you go through a rift into another plane.


Spider Climb

School: transmutation
Level: druid 2, sorcerer/wizard 2

Casting Time: 1 standard action
Components: V, S, M (a live spider)

Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


Spike Growth

School: transmutation
Level: druid 3, ranger 2

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

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 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 or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts 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 growth are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or
DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can’t be disabled with the Disable Device skill.


Spike Stones

School: transmutation [earth]
Level: druid 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.


Spiritual Weapon

School: evocation [force]
Level: cleric 2

Casting Time: 1 standard action
Components: V, S, DF

Range: medium (100 ft. + 10 ft./level)
Effect: magic weapon of force
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: yes

A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one.
Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
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 weapon strikes it. If the weapon 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.
The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).


Stabilize

School: conjuration (healing)
Level: cleric 0, druid 0
Casting
Casting Time: 1 standard action
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance:: yes (harmless)

You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.


Statue

School: transmutation
Level:sorcerer/wizard 7
Casting Time: 1 round
Components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
Range: touch
Target: creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.

The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage.

The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.


Status

School: divination
Level: cleric 2

Casting Time: 1 standard action
Components: V, S

Range: touch
Targets: one living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


Stinking Cloud

School: conjuration (creation)
Level: sorcerer/wizard 3

Casting Time: 1 standard action
Components: V, S, M (a rotten egg or cabbage leaves)

Range: medium (100 ft. + 10 ft./level)
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: no

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.


Stone Shape

School: transmutation [earth]
Level: cleric 3, druid 3, sorcerer/wizard 4

Casting Time: 1 standard action
Components: V, S, ./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.


Stoneskin

School: abjuration
Level: druid 5, sorcerer/wizard 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 damage reduction 1./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.


Stone Tell

School: divination
Level: druid 6

Casting Time: 10 minutes
Components: V, S, DF

Range: personal
Target: you
Duration: 1 min./level

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.


Stone to Flesh

School: transmutation
Level: sorcerer/wizard 6

Casting Time: 1 standard action
Components: V, S, M (a drop of blood mixed with earth)

Range: medium (100 ft. + 10 ft./level)
Target: one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: yes

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.


Storm of Vengeance

School: conjuration (summoning)
Level: druid 9, cleric 9

Casting Time: 1 round
Components: V, S

Range: long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: see text
Spell Resistance: yes

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn. 2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save). 3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage. 4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save). 5th through 10th Rounds: Violent rain and wind gusts reduce visibility.
The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Spellcraft check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.


Suggestion, Mass

School: enchantment (compulsion) [language-dependent, mindaffecting];
Level bard 5, sorcerer/wizard 6

Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level, no two of which can be more than 30 ft. apart

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.


Suggestion

School: enchantment (compulsion) [language-dependent, mindaffecting];
Level bard 2, sorcerer/wizard 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).


Summon Instrument

School: conjuration (summoning)
Level: bard 0

Casting Time: 1 round
Components: V, S

Range: 0 ft.
Effect: One summoned handheld musical instrument
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no

This spell summons one handheld musical instrument of your choice.
This instrument appears in your hands or at your feet (your choice).
The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.


Summon Monster III

School: conjuration (summoning)
Level: bard 3, cleric 3, sorcerer/ wizard 3

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.


Summon Monster II

School: conjuration (summoning)
Level: bard 2, cleric 2, sorcerer/wizard 2

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.


Summon Monster I

School: conjuration (summoning) [see text]
Level: bard 1, cleric 1, sorcerer/wizard 1

Casting Time: 1 round
Components: V, S, ./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 1st-level list on Table 11–1. You choose which kind of creature to summon, and you can change that choice 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.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Monster IV

School: conjuration (summoning)
Level: bard 4, cleric 4, sorcerer/ wizard 4

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster IX

School: conjuration (summoning)
Level: cleric 9, sorcerer/wizard 9

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VII

School: conjuration (summoning)
Level: cleric 7, sorcerer/wizard 7

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VII

School: conjuration (summoning)
Level: cleric 8, sorcerer/wizard 8

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VI

School: conjuration (summoning)
Level: bard 6, cleric 6, sorcerer/ wizard 6

This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster V

School: conjuration (summoning)
Level: bard 5, cleric 5, sorcerer/ wizard 5

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Nature’s Ally III

School: conjuration (summoning) [see text]
Level: druid 3, ranger 3

This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally II

School: conjuration (summoning)
Level: druid 2, ranger 2

Effect: one or more creatures, no two of which can be more than 30 ft. apart

This spell functions like summon nature’s ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.


Summon Nature’s Ally I

School: conjuration (summoning)
Level: druid 1, ranger 1

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 a natural creature. 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.
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.
The spell conjures one of the creatures from the 1st-level list on Table 11–2. 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.


Summon Nature’s Ally IV

School: conjuration (summoning) [see text]
Level: druid 4, ranger 4

This spell functions like summon nature’s ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally IX

School: conjuration (summoning) [see text]
Level: druid 9

This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally VII

School: conjuration (summoning) [see text]
Level: druid 7

This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally VIII

School: conjuration (summoning) [see text]
Level: druid 8

This spell functions like summon nature’s ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally VI

School: conjuration (summoning) [see text]
Level: druid 6

This spell functions like summon nature’s ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally V

School: conjuration (summoning) [see text]
Level: druid 5

This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Swarm

School: conjuration (summoning)
Level: bard 2, druid 2, sorcerer/ wizard 2

Casting Time: 1 round
Components: V, S, ./DF (a square of red cloth)

Range: close (25 ft. + 5 ft./2 levels)
Effect: one swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: none
Spell Resistance: no

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


Sunbeam

School: evocation [light]
Level: druid 7

Casting Time: 1 standard action
Components: V, S, DF

Range: 60 ft.
Area: line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: yes

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage.
Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.


Sunburst

School: evocation [light]
Level: druid 8, sorcerer/wizard 8

Casting Time: 1 standard action
Components: V, S, ./DF (sunstone and fire source)

Range: long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: yes

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.


Symbol of Death

School: necromancy [death]
Level:cleric 8, sorcerer/wizard 8
Casting Time: 10 minutes
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
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, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death 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 of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death 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 of death’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 of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death 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 of death 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, Hit Dice, and hit points don’t qualify.

When scribing a symbol of death, 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 of death, 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 proportionately longer. Any creature attuned to a symbol of death 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 of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of death with a DC 19 Knowledge (arcana) check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.


Symbol of Fear

School: necromancy [fear, mind-affecting]
Level:cleric 6, sorcerer/wizard 6
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.


Symbol of Insanity

School: enchantment (compulsion) [mind-affecting]
Level:cleric 8, sorcerer/wizard 8
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).

Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.


Symbol of Pain

School: necromancy [evil]
Level:cleric 5, sorcerer/wizard 5
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead 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.

Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.


Symbol of Persuasion

School: enchantment (charm) [mind-affecting]
Level:cleric 6, sorcerer/wizard 6
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.


Symbol of Sleep

School: enchantment (compulsion) [mind-affecting]
Level:cleric 5, sorcerer/wizard 5
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes.

Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

Unlike symbol of death, symbol of sleep has no hit point limit; 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. A rogue (only) can use the Perception skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.


Symbol of Stunning

School: enchantment (compulsion) [mind-affecting]
Level:cleric 7, sorcerer/wizard 7
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.


Symbol of Weakness

School: necromancy
Level:cleric 7, sorcerer/wizard 7
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.

Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.


Sympathetic Vibration

School: evocation [sonic]
Level:bard 6
Casting Time: 10 minutes
Components: V, S, F (a tuning fork)
Range: touch
Target: one freestanding structure
Duration: up to 1 round/level
Saving Throw: none; see text
Spell Resistance: yes
By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.

Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.


Sympathy

School: enchantment (compulsion) [mind-affecting]
Level:druid 9, sorcerer/wizard 8
Casting Time: 1 hour
Components: V, S, M (a drop of honey and crushed pearls worth 1,500 gp)
Range: close (25 ft. + 5 ft./2 levels)
Target: one location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will negates; see text
Spell Resistance: yes
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough.

Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.