[ { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You splash a glob of acid. Make a ranged touch attack. If you hit, you deal 1d4 acid damage plus 1 splash damage. On a critical success, the target also takes 1 persistent acid damage. The damage increases depending on your level.

Heightened (3rd) Damage increases to 1d4 + your spellcasting ability modifier, persistent damage increases to 2.

Heightened (5th) Damage increases to 2d4 + your spellcasting ability modifier, persistent damage increases to 3.

Heightened (7th) Damage increases to 3d4 + your spellcasting ability modifier, persistent damage increases to 4.

Heightened (9th) Damage increases to 4d4 + your spellcasting ability modifier, persistent damage increases to 5.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Acid Splash", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Splash", "targets": "one creature or object", "traits": "acid, cantrip, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your touch weakens the living and disorients undead.
Make a melee touch attack. The effect of a hit depends on whether
the target is living or undead. Heightening increases the damage.

Living Creature 1d8 negative damage. On a critical hit, double
damage and enfeebled 1 for 1 round.

Undead Creature Flat-footed for 1 round. On a critical hit, it's also
fleeing for 1 round unless it succeeds at a Will save.

Heightened (3rd) Damage of 1d8 + your spellcasting ability modifier.

Heightened (5th) Damage of 2d8 + your spellcasting ability modifier.

Heightened (7th) Damage of 3d8 + your spellcasting ability modifier.

Heightened (9th) Damage of 4d8 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Chill Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Chill Touch", "targets": "one living or undead creature", "traits": "cantrip, negative, necromancy, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Concentrate on the Spell, you can move each light up to 60 feet. Each light must remain within range and within 10 feet of all others, or it winks out.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Dancing Lights", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Dancing Lights", "targets": "", "traits": "evocation, light, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You cloud the target's mind with effects determined by its Will save.

Success The target is unaffected.

Failure The target is flat-footed.

Critical Failure The target is flat-footed and slowed 1.

", "duration": "1 round", "level": 0, "material_costs": "", "name": "Daze", "pfclass": "arcane", "range": "60 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Daze", "targets": "1 creature", "traits": "enchantment, cantrip, mental" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send out a magical pulse that registers the presence of magic. You receive no information beyond presence or absence of magic. You can choose to ignore magic you're fully aware of, such as you and your allies' magic items and ongoing spells.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically get detected normally.

Heightened (3rd) You learn the school of magic for the highest-level magical effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. You don't learn the exact location but can narrow down the source to within a 5-foot cube. If the source is larger than that, you identify only the cube nearest to you.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Detect Magic", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Magic", "targets": "", "traits": "cantrip, divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You infuse the target with energy. You deal 1d10 positive damage; the target must attempt a Fortitude save. Heightening increases damage.

Success The target takes half damage.

Critical Success The target takes no damage.

Failure The target takes full damage.

Critical Failure Double damage and enfeebled 1 for 1 round.

Heightened (3rd) 1d10 + your spellcasting ability modifier.

Heightened (5th) 2d10 + your spellcasting ability modifier.

Heightened (7th) 3d10 + your spellcasting ability modifier.

Heightened (9th) 4d10 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Disrupt Undead", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Disrupt Undead", "targets": "one undead creature", "traits": "positive, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 1d6 electricity damage; each target must attempt a Reflex save. Heightening increases damage.

Success The target takes half damage.

Critical Success The target takes no damage.

Failure The target takes full damage.

Critical Failure The target takes double damage.

Heightened (3rd) Damage of 1d6 + your spellcasting ability modifier.

Heightened (5th) Damage of 2d6 + your spellcasting ability modifier.

Heightened (7th) Damage of 3d6 + your spellcasting ability modifier.

Heightened (9th) Damage of 4d6 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Electric Arc", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Electric Arc", "targets": "one or two creatures", "traits": "electricity, evocation, cantrip, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create simple sounds up to a maximum volume of four normal humans shouting, emanating from a square you designate within range. You can't create intelligible words or other intricate sounds.

Heightened (3rd) The range increases to 60 feet.

Heightened (5th) The range increases to 120 feet.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Ghost Sound", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Ghost Sound", "targets": "", "traits": "auditory, illusion, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed.

Heightened (4th) The object instead sheds bright light in a 60- foot radius.

", "duration": "1 day", "level": 0, "material_costs": "", "name": "Light", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Light", "targets": "one unattended, nonmagical object of 1 Bulk or less", "traits": "evocation, light, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a single arcane hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Concentrate on the Spell, you can move the object an additional 20 feet. When the spell ends, the object falls if it's in the air.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Mage Hand", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Mage Hand", "targets": "one unattended object of light Bulk or less", "traits": "evocation, cantrip" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You mouth words, but instead of coming out of your mouth, they're transferred to the ears of the target. Though others cannot hear your words, the target can as if she were standing next to you. She can give a brief response as a reaction, or as a free action on her next turn if she wishes, but she must be able to see you and be within range to do so. If she responds, per the original missive only you can hear her response.

Heightened (3rd) The spell's range increases to 500 feet.

", "duration": "see below", "level": 0, "material_costs": "", "name": "Message", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "illusion", "short_description": "Message", "targets": "one creature", "traits": "cantrip, auditory, mental, illusion, lingual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can perform simple magical effects for as long as you Concentrate on the Spell. The effects are minor and have severe limitations. Each time you Concentrate on the Spell, you can choose one of four options, based on your type of magic.

Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond just moving, cleaning, coloring, or soiling it) persists only as long as you Concentrate on the Spell.

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Prestidigitation", "pfclass": "arcane", "range": "10 feet", "saving_throw": "", "school": "evocation", "short_description": "Prestidigitation", "targets": "one object (cook, lift, or tidy only)", "traits": "cantrip, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A flame appears in your palm. Make a melee or ranged touch attack. On a success, you deal 1d4 fire damage. On a critical success, the target takes 1d4 persistent fire damage in addition to the cantrip dealing double damage. Heightening this spell increases its damage.

Heightened (3rd) 1d6 + your spellcasting ability modifier.

Heightened (5th) 2d6 + your spellcasting ability modifier, and double damage + 2d4 persistent fire damage on a critical hit.

Heightened (7th) 3d6 + your spellcasting ability modifier and double damage + 3d4 persistent fire damage on a critical hit.

Heightened (9th) 4d6 + your spellcasting ability modifier and double damage + 4d4 persistent fire damage on a critical hit.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Produce Flame", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Produce Flame", "targets": "one creature", "traits": "cantrip, fire, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Make a ranged touch attack against the target. If you hit, you deal 1d8 cold damage. Double the damage on a critical hit. Heightening this spell increases its damage.

Heightened (3rd) The cold damage increases to 1d8 + your spellcasting ability modifier.

Heightened (5th) The cold damage increases to 2d8 + your spellcasting ability modifier.

Heightened (7th) The cold damage increases to 3d8 + your spellcasting ability modifier.

Heightened (9th) The cold damage increases to 4d8 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Ray of Frost", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "evocation", "short_description": "Ray of Frost", "targets": "one creature", "traits": "cantrip, attack, cold, evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

You focus on the target object. When the casting is complete, you know whether or not that item is magical and, if it is, you learn the school of magic (see page 194). If the object is illusory, you detect this only if the effect has a lower level than the level of your read aura spell.

Heightened (3rd) You can target up to 10 objects.

Heightened (6th) You can target any number of objects.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Read Aura", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Read Aura", "targets": "one object", "traits": "detection, cantrip, divination" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You raise a magical shield of force to protect you. This counts as using the Raise a Shield action (see the sidebar) to gain a +1 circumstance bonus to AC until the start of your next turn, though it doesn't require a hand to use.

While the spell is in effect, you can also use the Shield Block reaction with your magic shield. The shield has Hardness 4. After you use Shield Block, the spell is dismissed and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the Hardness.

Heightened (3rd) Hardness 10.

Heightened (5th) Hardness 15.

Heightened (7th) Hardness 20.

", "duration": "until your next turn or dismissed", "level": 0, "material_costs": "", "name": "Shield", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Shield", "targets": "", "traits": "abjuration, cantrip, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the touched creature or object. The mark can be visible or invisible, and you can change it from one state to another by spending a Somatic Casting action during which you touch the target.

The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your level.

Heightened (3rd) 1 month.

Heightened (5th) 1 year.

Heightened (7th) The sigil never fades.

", "duration": "unlimited (see below)", "level": 0, "material_costs": "", "name": "Sigil", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Sigil", "targets": "one creature or object", "traits": "transmutation, cantrip" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a ranged touch attack against the target.

Success The target is entangled. It can attempt an Acrobatics or Athletics check against your spell DC to remove the entangled condition (and immobile condition, if necessary).

Critical Success Per success, and the target immobile as long as it's entangled.

Failure No effect.

Heightened (2nd) The entangled condition lasts for 2 rounds.

Heightened (4th) The entangled condition lasts for 1 minute.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Tanglefoot", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Tanglefoot", "targets": "one creature", "traits": "plant, cantrip, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You hurl a loose, unattended object in range at the target. The spell gains the trait of a damage type appropriate to the object (bludgeoning, piercing, or slashing). Make a ranged attack against the target. If you hit, you deal 1d10 damage of the given type; you deal double damage on a critical hit. No special traits or magic properties of the hurled item affect the attack or damage.

You can heighten the spell to hurl more objects, though you attempt only one attack roll and target only one creature, and your salvo of projectiles deals damage all at once for the purposes of resistances, weaknesses, and the like. Only one damage type applies regardless of how many objects you hurl.

Success Full damage.

Critical Success Double damage.

Heightened (3rd) The damage increases to 1d8 + your spellcasting ability modifier.

Heightened (5th) You hurl two objects at once, dealing total damage equal to 2d10 + your spellcasting ability modifier.

Heightened (7th) You hurl three objects at once, dealing total damage equal to 3d10 + your spellcasting ability modifier.

Heightened (9th) You hurl four objects at once, dealing total damage equal to 4d10 + your spellcasting ability modifier.

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Telekinetic Projectile", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Telekinetic Projectile", "targets": "one creature", "traits": "evocation, cantrip, attack" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

A bubble of pure air appears around the target's head, allowing it to breathe normally. The spell is dismissed as soon as the target returns to an environment where it can breathe normally.

", "duration": "1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Air Bubble", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Air Bubble", "targets": "the triggering creature", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The focus is whisked away until the magic is broken or the spell expires. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert that awakens you (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to awake if it succeeds at a DC 15 Perception check. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the alarm when moving into the area.

Heightened (3rd) You can specify criteria for creatures that sound the alarm. For instance, orcs or people with red hair.

", "duration": "8 hours", "level": 1, "material_costs": "", "name": "Alarm", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Alarm", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

", "duration": "8 hours", "level": 1, "material_costs": "", "name": "Ant Haul", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Ant Haul", "targets": "one creature", "traits": "transmutation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 1, "material_costs": "", "name": "Charm", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Swirling colors affect viewers based on their Will saves.

Success Dazzled for 1 round.

Critical Success The target is unaffected.

Failure Blinded for 1 round, dazzled for 4 rounds.

Critical Failure Stunned for 1 round, blinded for 4 rounds.

", "duration": "1 or more rounds (see below)", "level": 1, "material_costs": "", "name": "Color Spray", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "illusion", "short_description": "Color Spray", "targets": "", "traits": "illusion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), drop what it's holding, drop prone, or stand in place. The effects depend on the target's Will save.

Success The target is unaffected.

Failure The target spends its first action doing as you commanded, and the spell is dismissed.

Critical Failure The target does as you commanded, spending as many actions as possible doing so, and does nothing else.

Heightened (5th) You can target up to 10 creatures.

", "duration": "until the end of the target's next turn", "level": 1, "material_costs": "", "name": "Command", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Command", "targets": "one creature", "traits": "mental, lingual, enchantment, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Cupping your hands, water begins to flow. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Create Water", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Create Water", "targets": "", "traits": "conjuration, water" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You plant fear in the target, with effects based on its Will save.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.

", "duration": "varies", "level": 1, "material_costs": "", "name": "Fear", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Fear", "targets": "one creature", "traits": "mental, emotion, enchantment, fear" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell is dismissed as soon as the target lands.

", "duration": "1 minute or until discharged", "level": 1, "material_costs": "", "name": "Feather Fall", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "abjuration", "short_description": "Feather Fall", "targets": "one falling creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You are accelerated 30, but this applies only to your Speed.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Fleet Step", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fleet Step", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A disk of magical energy materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you automatically, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop a floating disk fall to the ground when the spell ends.

The disk is dismissed if a creature tries to ride atop it, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk (such as by Flying or Climbing above the ground).

", "duration": "1 hour of until dismissed", "level": 1, "material_costs": "", "name": "Floating Disk", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Floating Disk", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your touch afflicts the target with goblin pox. The effect is based on the result of the target's Fortitude save.

Success The target is sick 1.

Critical Success The target is unaffected.

Failure The target is afflicted with goblin pox at stage 1.

Critical Failure The target is afflicted with goblin pox at stage 2.

Goblin Pox (disease) Level 1. Goblins and goblin dogs are immune. Stage 1 sick 1 (1 round); Stage 2 sick 1 and slowed 1 (1 round); Stage 3 sick 1 and can't reduce its sick value below 1 (1 day)

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Goblin Pox", "pfclass": "arcane", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Goblin Pox", "targets": "one creature", "traits": "necromancy, attack, disease" }, { "area": "four contiguous 5-foot squares", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You conjure greasy goo, with effects based on your target.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Grease", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Grease", "targets": "one object of 1 Bulk or less", "traits": "conjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A violent wind issues forth from your outstretched palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small nonmagical fires, disperses fog and mist, blows around objects of light Bulk or less, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that move into the gust later must attempt the save on entering.

Success The creature can't move against the wind.

Critical Success Unaffected.

Failure Knocked prone. If it was flying, it suffers the effects of critical failure instead.

Critical Failure Pushed 30 feet in the wind direction, knocked prone, and takes 2d6 bludgeoning damage.

", "duration": "until the start of your next turn", "level": 1, "material_costs": "", "name": "Gust of Wind", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "evocation", "short_description": "Gust of Wind", "targets": "", "traits": "air, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your illusion can make you appear as another creature of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can also make clothing and items you wear appear different, such as making your armor look like an ordinary dress. Held items are unaffected, and any worn item you remove returns to its true appearance until you don it again.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, and it gives you a +4 conditional bonus to your Deception checks to avoid others seeing through your disguise. You can dismiss this disguise with a Verbal Casting action.

Heightened (2nd) The spell also disguises your voice and scent, and it gains the auditory trait.

Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.

", "duration": "1 hour or until dismissed", "level": 1, "material_costs": "", "name": "Illusory Disguise", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Disguise", "targets": "", "traits": "visual, illusion" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.

Heightened (5th) As the 2nd-level version, but the duration is unlimited.

", "duration": "10 minutes", "level": 1, "material_costs": "", "name": "Illusory Object", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Object", "targets": "", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You make the target object look and feel as though it were in much better or worse shape. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and of poor quality. Metal looks rusted, wood looks dried out and cracked, and so on. An intact item made to look better appears as though its quality were one step better, brand new, and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell.

A creature who Interacts with the item get a chance to disbelieve the illusion.

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Item Facade", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Item Facade", "targets": "one object no more than 10 feet by 10 feet by 10 feet", "traits": "visual, illusion" }, { "area": "", "casting_time": "1 action", "components": "Sa", "description_formated": "

Your legs surge with strength, giving you the ability to leap high and far. You jump, either vertically or horizontally (or a mixture of the two) 30 feet without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after taking your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute. For the duration of the spell, the target can spend a move action to jump as described in the 1st-level version any number of times.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Jump", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Jump", "targets": "", "traits": "move, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's latch mechanism clinks shut, held fast by unseen magical restraints. You magically lock the target, either setting the Thievery DC equal to your spell DC or using the base lock DC with a +4 conditional bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell.

If the lock is opened, the spell is dismissed. Assuming the target is not barred in some other way, you can unlock and open it by spending a Somatic Casting action during which you touch the target. Doing so does not dismiss the spell. You can dismiss the spell at any time and from any distance with a Verbal Casting action.

Heightened (2nd) The duration increases to unlimited, but you must add a Material Casting action and expend 6 gp worth of gold dust as an additional cost.

", "duration": "1 day or until dismissed", "level": 1, "material_costs": "", "name": "Lock", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Lock", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Speed is accelerated 10 feet.

Heightened (2nd) The duration increases to 8 hours.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Longstrider", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Longstrider", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 1, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You can choose to have the target register as a common magic item of your level in your spellcasting class or lower, or to have it register as being under the effects of a spell of your choice that you can cast. If the target is magical, you can instead choose to have it not register as magical at all.

A caster using detect magic or study aura of an equal or higher spell level can attempt to disbelieve the illusion of a magic aura. Magic aura doesn't mask auras of spells that are 9th level or higher or of items that are 19th level or higher.

Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature register as being under the effect of a spell you know.

", "duration": "1 day", "level": 1, "material_costs": "", "name": "Magic Aura", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Magic Aura", "targets": "one 3 Bulk or lighter object", "traits": "illusion" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The weapon glimmers with magic and energy. The target becomes a +1 magic weapon, gaining a +1 item bonus to attack rolls and dealing another die of damage on a hit.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Magic Weapon", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Magic Weapon", "targets": "one nonmagical weapon that is unattended or that is wielded by you or a willing ally", "traits": "transmutation" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Mending", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses its scent, preventing creatures from noticing it using scent alone. A creature attempting a Perception check with scent and other senses might be able to notice the lack of natural scent. If the target has a stench attack, that ability is also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 hour", "level": 1, "material_costs": "", "name": "Negate Aroma", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Negate Aroma", "targets": "one willing or unconscious creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 1, "material_costs": "", "name": "Pest Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Attempt a ranged touch attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed at your attack roll, the target treats the result of its Fortitude save as one degree worse.

Success The target gains enfeebled 1.

Critical Success The target is unaffected.

Failure The target gains enfeebled 2.

Critical Failure The target gains enfeebled 3.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Ray of Enfeeblement", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Ray of Enfeeblement", "targets": "", "traits": "attack, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "5-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Each target in the area becomes drowsy and might fall asleep, depending on its Will save. A creature that falls asleep from this spell doesn't fall prone or drop what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, making it of limited use mid-combat.

Success \u20131 conditional penalty to Perception checks for 1 round.

Critical Success Unaffected.

Failure It falls asleep. If it's still asleep after 1 minute, it wakes up automatically.

Critical Failure It falls asleep. If it's still asleep after 1 hour, it wakes up automatically.

Heightened (3rd) The targets fall into a deep slumber for 1 round on a failure and 1 minute on a critical failure. They fall prone and drop what they're holding, and they can't attempt Perception checks to wake up. After the listed amount of time, the creature is in normal sleep.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Sleep", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Sleep", "targets": "", "traits": "mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 2d4 piercing damage to the touched creature and afflict it with spider venom, depending on its Fortitude save.

Success The target takes 1d4 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with spider venom at stage 1.

Critical Failure The target is afflicted with spider venom at stage 2.

Spider Venom (Poison) Level 1; Maximum Duration 4 rounds. Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round).

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Spider Sting", "pfclass": "arcane", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spider Sting", "targets": "one creature", "traits": "necromancy, poison, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any miss chance due to the target being concealed or sensed.

", "duration": "until the end of your turn", "level": 1, "material_costs": "", "name": "True Strike", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "True Strike", "targets": "", "traits": "fortune, divination" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon an unseen servant, which you can command as part of Concentrating on the Spell. It serves you until the duration expires; until its Hit Points drop to 0 or below, at which point the spell is dismissed; or until you lose concentration. The unseen servant gains the summoned trait.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Unseen Servant", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Unseen Servant", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Whenever you speak, you can make your voice seem to come from somewhere else within 30 feet. Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. A creature must succeed at a Perception check against you before it can attempt to disbelieve your illusion.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Ventriloquism", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "illusion, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Acid Arrow", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "acid, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's form appears blurry and it is concealed.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Blur", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Blur", "targets": "one creature", "traits": "illusion, visual" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like.

Heightened (3rd) The target can also speak the language.

Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Comprehend Language", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Comprehend Language", "targets": "one creature", "traits": "divination" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 2, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Create Food", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A shroud of darkness prevents light from penetrating or emanating within the area. This suppresses magical light of the spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with darkvision (but not greater darkvision) treat targets seen through the darkness as concealed.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Darkness", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Darkness", "targets": "", "traits": "evocation, darkness" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain darkvision.

Heightened (3rd) The spell's range is touch and it targets 1 creature.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Darkvision", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Darkvision", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses hearing, depending on its Fortitude save, and is bolstered against all castings of deafness.

Success The target is deafened for 1 round.

Critical Success The target is unaffected.

Failure The target is deafened for 10 minutes.

Critical Failure The target is deafened permanently.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Deafness", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Deafness", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Endure Elements", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Enlarge", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+2) The temporary Hit Points increase by 6.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "False Life", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 2, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The corpse doesn't decay, nor can it be transformed into an undead. Time spent under the effect of this spell doesn't count when determining the success of spells that require a fresh corpse.

Heightened (5th) The spell's duration is permanent, but you must add a Material Casting action during which you expend 6 gp worth of embalming fluid as a cost.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Gentle Repose", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Gentle Repose", "targets": "one corpse", "traits": "necromancy" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Creatures in the area are outlined by glittering dust, with an effect depending on their Reflex save results. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the invisibility negation effect runs out.

Success The target's invisibility is negated for 1 round.

Critical Success The target is unaffected.

Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.

Critical Failure The target is blinded for 1 round and dazzled for 1 minute. Its invisibility is negated for 1 minute.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Glitterdust", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "evocation", "short_description": "Glitterdust", "targets": "", "traits": "evocation" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is overtaken with uncontrollable laughter, based on the outcome of its Will saving throw.

Success The target is plagued with fits of laugher. It can't take reactions.

Critical Success Unaffected.

Failure The target is overcome with fits of laughter. It is slowed 1 and can't take reactions.

Critical Failure The target falls prone and can't take any actions or reactions for 1 round, then suffers the failure effects.

", "duration": "concentration", "level": 2, "material_costs": "", "name": "Hideous Laughter", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Hideous Laughter", "targets": "one living creature", "traits": "emotion, mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 2, "material_costs": "", "name": "Humanoid Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 2, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your illusion can make you appear as another creature of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can also make clothing and items you wear appear different, such as making your armor look like an ordinary dress. Held items are unaffected, and any worn item you remove returns to its true appearance until you don it again.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, and it gives you a +4 conditional bonus to your Deception checks to avoid others seeing through your disguise. You can dismiss this disguise with a Verbal Casting action.

Heightened (2nd) The spell also disguises your voice and scent, and it gains the auditory trait.

Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.

", "duration": "1 hour or until dismissed", "level": 2, "material_costs": "", "name": "Illusory Disguise", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Disguise", "targets": "", "traits": "visual, illusion" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.

Heightened (5th) As the 2nd-level version, but the duration is unlimited.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Illusory Object", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Object", "targets": "", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target becomes invisible. This makes it unseen to all creatures, though they can attempt to find the target, making it sensed by them instead (see page 303). If the target acts in a hostile manner, the spell is dismissed after that hostile action, reaction, free action, or activity is completed.

Heightened (4th) The spell is not dismissed if the target acts in a hostile manner.

", "duration": "1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Invisibility", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Invisibility", "targets": "one creature", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You make the target object look and feel as though it were in much better or worse shape. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and of poor quality. Metal looks rusted, wood looks dried out and cracked, and so on. An intact item made to look better appears as though its quality were one step better, brand new, and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell.

A creature who Interacts with the item get a chance to disbelieve the illusion.

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Item Facade", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Item Facade", "targets": "one object no more than 10 feet by 10 feet by 10 feet", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You make the target easier to open. Knock grants any who try to open the target a +4 conditional bonus to any Thievery or Athletics checks to do so. You can attempt a Thievery check to open the target as part of casting knock. As soon as the target is opened or unlocked, the spell is dismissed.

Knock dispels lock.

", "duration": "1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Knock", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Knock", "targets": "one door, lock, or container", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's latch mechanism clinks shut, held fast by unseen magical restraints. You magically lock the target, either setting the Thievery DC equal to your spell DC or using the base lock DC with a +4 conditional bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell.

If the lock is opened, the spell is dismissed. Assuming the target is not barred in some other way, you can unlock and open it by spending a Somatic Casting action during which you touch the target. Doing so does not dismiss the spell. You can dismiss the spell at any time and from any distance with a Verbal Casting action.

Heightened (2nd) The duration increases to unlimited, but you must add a Material Casting action and expend 6 gp worth of gold dust as an additional cost.

", "duration": "1 day or until dismissed", "level": 2, "material_costs": "", "name": "Lock", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Lock", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Speed is accelerated 10 feet.

Heightened (2nd) The duration increases to 8 hours.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Longstrider", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Longstrider", "targets": "", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You specify a trigger stimulus (see page 197) and a message up to 25 words long. When the trigger stimulus occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message. Magic mouth is then dismissed.

", "duration": "unlimited or until dismissed", "level": 2, "material_costs": "", "name": "Magic Mouth", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Magic Mouth", "targets": "one creature or object", "traits": "auditory, visual, illusion" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Mending", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Three illusory images swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead. If you have all three images up, there is a 1 in 4 chance of hitting you (1 on a 1d4). With two images up, there is a 1 in 3 chance of hitting you (1\u20132 on a 1d6). With only one image the chances are 1 in 2 (1\u20133 on a 1d6). If an image is hit, it is destroyed.

If the attack roll is a critical success and would hit one of the images, it becomes a success against you and one of the images is also destroyed. Once all the images are destroyed, the spell is dismissed.

", "duration": "1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Mirror Image", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Mirror Image", "targets": "", "traits": "visual, illusion" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

You designate one target as the primary target and the other as the secondary target. All effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. A creature reading the aura can attempt to disbelieve the illusion. You can dismiss the spell with a Verbal Casting action from up to a mile away.

", "duration": "1 day or until dismissed", "level": 2, "material_costs": "", "name": "Misdirection", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Misdirection", "targets": "two creatures or objects", "traits": "illusion" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a cloud of mist in the area that makes all creatures within it concealed. You can dismiss the cloud with a Verbal casting action.

", "duration": "1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Obscuring Mist", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Obscuring Mist", "targets": "", "traits": "conjuration, water" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 2, "material_costs": "", "name": "Pest Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 2, "material_costs": "", "name": "Phantom Steed", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Resist Energy", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can see invisible creatures and objects. They appear to you as translucent shapes, and you treat them as if they were concealed.

Heightened (5th) The spell has a duration of 8 hours.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "See Invisibility", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "See Invisibility", "targets": "", "traits": "divination, revelation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target shrinks to size Tiny. Its equipment shrinks with it, but returns to natural size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.

Heightened (6th) As 2nd level, but the spell can target up to 10 creatures instead of just one.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Shrink", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Shrink", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee touch attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range, and its movement doesn't trigger reactions. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Spectral Hand", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "necromancy", "short_description": "Spectral Hand", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a climb Speed of 25 feet.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Spider Climb", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Spider Climb", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 2, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

With a rush of telekinetic power, you move a foe or something they carry. You attempt to Disarm, Shove, or Trip the target. Make a spell roll instead of an Athletics check.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Telekinetic Maneuver", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Telekinetic Maneuver", "targets": "one creature", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You dull the target's mind with a melee touch attack. On a success, the target is stupefied 2.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Touch of Idiocy", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Touch of Idiocy", "targets": "one living creature", "traits": "mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Whenever you speak, you can make your voice seem to come from somewhere else within 30 feet. Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. A creature must succeed at a Perception check against you before it can attempt to disbelieve your illusion.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Ventriloquism", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "illusion, auditory" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 2, "material_costs": "", "name": "Water Breathing", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must swim normally and doesn't gain the ability to breathe underwater.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "10 minutes", "level": 2, "material_costs": "", "name": "Water Walk", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Water Walk", "targets": "one creature", "traits": "transmutation" }, { "area": "10-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5 and TAC 5, and it automatically fails its saving throws.

Each time a creature begins to use a move action while in the web, it must attempt an Athletics check or Reflex save against your spell DC to avoid being entangled or immobilized. A creature that gets out of the web ceases to be entangled by it.

Success The creature is unaffected. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Critical Success As success, and it doesn't need to attempt further saving throws against the web this turn. It clears the web from every square it leaves after leaving the square.

Failure The creature is entangled until the start of its next turn but doesn't need to attempt further Athletics checks or saving throws against the web during this action.

Critical Failure The creature is immobilized until the start of its next turn, after which it is entangled for 1 round.

Heightened (4th) The spell's area increases to a 20-foot burst, and its range increases to 60 feet.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Web", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Web", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The focus is whisked away until the magic is broken or the spell expires. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert that awakens you (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to awake if it succeeds at a DC 15 Perception check. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the alarm when moving into the area.

Heightened (3rd) You can specify criteria for creatures that sound the alarm. For instance, orcs or people with red hair.

", "duration": "8 hours", "level": 3, "material_costs": "", "name": "Alarm", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Alarm", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You control the target. It gains the minion trait. If you or an ally acts hostile to the target, the spell ends.

", "duration": "1 day", "level": 3, "material_costs": "", "name": "Bind Undead", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Bind Undead", "targets": "one mindless undead creature with a level no greater than bind undead's spell level", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You blind the target. The effect is determined by the target's Fortitude save. The target is bolstered against all castings of blindness.

Success The target is blinded until its next turn begins.

Critical Success The target is unaffected.

Failure The target is blinded for 1 minute.

Critical Failure The target is blinded permanently.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Blindness", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Blindness", "targets": "one creature", "traits": "necromancy" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create an invisible floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Clairaudience", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Clairaudience", "targets": "", "traits": "divination, scrying" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like.

Heightened (3rd) The target can also speak the language.

Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Comprehend Language", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Comprehend Language", "targets": "one creature", "traits": "divination" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 3, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain darkvision.

Heightened (3rd) The spell's range is touch and it targets 1 creature.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Darkvision", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Darkvision", "targets": "", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Make a dispel attempt against the target (see page 197). If you succeed against a spell effect, you dispel it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's quality. If the target is an artifact or similar item, you automatically fail.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Dispel Magic", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Dispel Magic", "targets": "one spell effect or unattended magic item", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You send a message to your target's dream. The message is oneway, up to 1 minute of speech (roughly 150 words). If the target is asleep, she receives the message instantly. If not, she receives it the next time she sleeps. As soon as she receives it, the spell is dismissed, and you know the message was sent.

Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell is dismissed for each creature individually.

", "duration": "1 day or until dismissed", "level": 3, "material_costs": "", "name": "Dream Message", "pfclass": "arcane", "range": "planetary", "saving_throw": "", "school": "enchantment", "short_description": "Dream Message", "targets": "one creature you know by name and have met in person", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground, it doesn't take falling damage.

Success The target falls safely up to 120 feet.

Critical Success The target is unaffected.

Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.

Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

", "duration": "varies (see below)", "level": 3, "material_costs": "", "name": "Earthbind", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Earthbind", "targets": "one flying creature", "traits": "transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 3, "material_costs": "", "name": "Endure Elements", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You speak or sing without interruption throughout the casting and duration. Targets that notice your speech or song might give their undivided attention, depending on their Will saves. The GM may grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.

Each creature that enters range has to attempt a save when you Concentrate on the Spell. If you're speaking, enthrall is lingual.

Success The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).

Critical Success The target is unaffected.

Failure The target is fascinated with you. It can attempt a Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and bolstered to this casting of enthrall. The fascination ends instantly if the creature is subject to a hostile act or a successful Diplomacy or Intimidation check against the spell's DC.

Critical Failure As failure, but the target can't attempt a save to end the fascination if it disagrees with you.

", "duration": "concentration, up to 10 minutes", "level": 3, "material_costs": "", "name": "Enthrall", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Enthrall", "targets": "creatures in range", "traits": "auditory, emotion, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You plant fear in the target, with effects based on its Will save.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.

", "duration": "varies", "level": 3, "material_costs": "", "name": "Fear", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Fear", "targets": "one creature", "traits": "mental, emotion, enchantment, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its land Speed. Its land Speed then becomes 5 feet.

", "duration": "10 minutes", "level": 3, "material_costs": "", "name": "Feet to Fins", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Feet to Fins", "targets": "one willing creature", "traits": "morph, transmutation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 3, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target weapon becomes translucent and ghostly, and can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and counts as ghost touch.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Ghostly Weapon", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Ghostly Weapon", "targets": "one nonmagical weapon that is either unattended or wielded by you or a willing ally", "traits": "transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

While Casting this Spell, you also Cast a Spell of a lower spell level to stored in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set the glyph with a password, a trigger stimulus, or both. Any creature that opens the target container or enters the target area without speaking the password or matching the trigger stimulus activates the glyph, releasing the harmful spell within.

Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the spell targets one or more creatures, it targets the creature that set off the glyph. If the spell has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.

You can dismiss glyph of warding with a Verbal Casting action. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

", "duration": "unlimited until dismissed", "level": 3, "material_costs": "", "name": "Glyph of Warding", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Glyph of Warding", "targets": "one container or 10-foot-by-10-foot area", "traits": "abjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target acts faster. It gains the quick condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 5 creatures.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Haste", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Haste", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Humanoid Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

You create a pattern of shifting colors that hovers in the air. Creatures are dazzled while inside the pattern. A creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't need to attempt new saves.

Success Unaffected.

Failure The target is fascinated by the pattern.

Critical Failure The target is fascinated by the pattern. While it remains fascinated, it can't take reactions.

", "duration": "concentration, up to 1 minute", "level": 3, "material_costs": "", "name": "Hypnotic Pattern", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hypnotic Pattern", "targets": "", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 3, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your illusion can make you appear as another creature of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can also make clothing and items you wear appear different, such as making your armor look like an ordinary dress. Held items are unaffected, and any worn item you remove returns to its true appearance until you don it again.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, and it gives you a +4 conditional bonus to your Deception checks to avoid others seeing through your disguise. You can dismiss this disguise with a Verbal Casting action.

Heightened (2nd) The spell also disguises your voice and scent, and it gains the auditory trait.

Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.

", "duration": "1 hour or until dismissed", "level": 3, "material_costs": "", "name": "Illusory Disguise", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Disguise", "targets": "", "traits": "visual, illusion" }, { "area": "10-foot aura", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell acts in a hostile manner, the spell is dismissed after that hostile action, reaction, free action, or activity is completed.

While exploring, it's easy to move together and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until the end of the first round, at which point the spell ends.

Heightened (5th) The duration increases to 1 hour or until dismissed.

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Invisibility Sphere", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Invisibility Sphere", "targets": "you and any number of creatures in range", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You make the target object look and feel as though it were in much better or worse shape. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and of poor quality. Metal looks rusted, wood looks dried out and cracked, and so on. An intact item made to look better appears as though its quality were one step better, brand new, and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell.

A creature who Interacts with the item get a chance to disbelieve the illusion.

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Item Facade", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Item Facade", "targets": "one object no more than 10 feet by 10 feet by 10 feet", "traits": "visual, illusion" }, { "area": "", "casting_time": "1 action", "components": "Sa", "description_formated": "

Your legs surge with strength, giving you the ability to leap high and far. You jump, either vertically or horizontally (or a mixture of the two) 30 feet without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after taking your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute. For the duration of the spell, the target can spend a move action to jump as described in the 1st-level version any number of times.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Jump", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Jump", "targets": "", "traits": "move, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You levitate the target 5 feet off the ground. For the duration, you can spend a Somatic Casting action to move the target up or down 10 feet. A creature floating in the air from levitate takes a \u20132 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate these penalties for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing if the surface is vertical (like a wall) or crawling if the surface is horizontal (such as a ceiling). The GM determines which surfaces can be climbed or crawled across.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Levitate", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Levitate", "targets": "one unattended object or willing creature", "traits": "evocation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You learn the direction to the target (if you picked a specific object, such as "my grandmother's sword") or the nearest target (if you picked a type of objects, such as "swords"). If the target is a specific object, you must have observed it directly with your own senses. If it's general, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, you can't locate the object. If you picked a type of object, this means you might find that is an object farther away if a nearer one is behind lead or running water.

Heightened (5th) You can target a specific creature or ancestry instead of an object. You must have met the creature or a creature of that ancestry up close in order to do so.

", "duration": "concentration", "level": 3, "material_costs": "", "name": "Locate", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Locate", "targets": "one specific object or type of object", "traits": "divination, detection" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You can choose to have the target register as a common magic item of your level in your spellcasting class or lower, or to have it register as being under the effects of a spell of your choice that you can cast. If the target is magical, you can instead choose to have it not register as magical at all.

A caster using detect magic or study aura of an equal or higher spell level can attempt to disbelieve the illusion of a magic aura. Magic aura doesn't mask auras of spells that are 9th level or higher or of items that are 19th level or higher.

Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature register as being under the effect of a spell you know.

", "duration": "1 day", "level": 3, "material_costs": "", "name": "Magic Aura", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Magic Aura", "targets": "one 3 Bulk or lighter object", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch this stone when you cast the spell. You can cast spells while in the stone as long as they don't require line of effect beyond the stone, and you can hear, but not see, what's going on outside the stone. Significant physical damage to the stone while you are inside expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and dismisses meld into stone. You can dismiss this spell with a Verbal Casting action.

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Meld into Stone", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Meld into Stone", "targets": "", "traits": "earth, transmutation" }, { "area": "", "casting_time": "1 hour", "components": "V, S", "description_formated": "

You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.

Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.

Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Mending", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Mending", "targets": "nonmagical object of light Bulk or less", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You read the target's mind, depending on its Will save. Once you cast mind reading on a target, you can't target that creature again until the duration ends.

Success You find out whether the target's Intelligence is higher than, equal to, or lower than yours.

Critical Success The target perceives vague surface thoughts from you when you cast the spell.

Failure You perceive vague surface thoughts from the target when you cast the spell, and you find out whether its Intelligence is higher than, equal to, or lower than yours.

Critical Failure Per failure, and for the duration of the spell, you can Concentrate on the Spell to detect the target's surface thoughts again. The target doesn't get any additional saves.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Mind Reading", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "divination", "short_description": "Mind Reading", "targets": "one creature", "traits": "detection, divination, mental" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You make the target difficult to detect. Nondetection dispels or attempts to dispel all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration. Successfully dispelling a divination that targets an area or multiple targets negates the effects only for nondetection's target.

", "duration": "8 hours", "level": 3, "material_costs": "", "name": "Nondetection", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Nondetection", "targets": "one creature or object", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to paralyze the target, potentially freezing it in place, depending on the outcome of the target's Will save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

Critical Failure The target is paralyzed for 4 rounds. At the start of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Heightened (4th) You can target a humanoid or non-humanoid creature.

Heightened (7th) You can target up to 10 humanoid creatures.

Heightened (9th) You can target up to 10 creatures, and they don't have to be humanoids.

", "duration": "varies", "level": 3, "material_costs": "", "name": "Paralyze", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower, though the replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows any creature touching the book to change the text back and forth. You must choose the replacement text and the password, if any, when you cast the spell.

", "duration": "unlimited", "level": 3, "material_costs": "", "name": "Secret Page", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Secret Page", "targets": "one page up to 3 square feet in size", "traits": "illusion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can dismiss the spell with a Verbal Casting action or by tossing the object onto a solid surface. The object can't be used to attack or cause damage when it returns to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size.

", "duration": "1 day or until dismissed", "level": 3, "material_costs": "", "name": "Shrink Item", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Shrink Item", "targets": "one nonmagical object up to 20 cubic feet in volume and up to 80 Bulk", "traits": "transmutation, polymorph" }, { "area": "5-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Each target in the area becomes drowsy and might fall asleep, depending on its Will save. A creature that falls asleep from this spell doesn't fall prone or drop what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, making it of limited use mid-combat.

Success \u20131 conditional penalty to Perception checks for 1 round.

Critical Success Unaffected.

Failure It falls asleep. If it's still asleep after 1 minute, it wakes up automatically.

Critical Failure It falls asleep. If it's still asleep after 1 hour, it wakes up automatically.

Heightened (3rd) The targets fall into a deep slumber for 1 round on a failure and 1 minute on a critical failure. They fall prone and drop what they're holding, and they can't attempt Perception checks to wake up. After the listed amount of time, the creature is in normal sleep.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Sleep", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Sleep", "targets": "", "traits": "mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Slow", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Slow", "targets": "one creature", "traits": "transmutation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a cloud of mist in the area that makes creatures within concealed. (The concealment is not a poison effect.) A creature that ends its turn within the cloud must attempt a Fortitude save.

Success Sick 1.

Critical Success The target is unaffected.

Failure Sick 1, and slowed 1 until it leaves the cloud.

Critical Failure Sick 2, and slowed 1 until it leaves the cloud.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Stinking Cloud", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Stinking Cloud", "targets": "", "traits": "poison, conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 3, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 5-foot-thick, 60-foot-long, and 30-foot-high wall of swirling winds within range. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, creatures can see clearly though it and it does not hamper sight. The wall has the following effects.

Physical ranged attacks, such as arrows, bolts, sling bullets, and other similarly sized ammunition, can't pass through the wall. Attacks from bigger ranged weapons, such as javelins, take a \u20132 circumstance penalty to their attack rolls if their path passes through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall without trouble.

Creatures attempting to move overland through the wall treat it as difficult terrain. Gases, including creatures in gaseous form, can't pass through the wall.

A creature that spends a move action to attempt to fly through the wall must attempt a Fortitude save.

Success The flying creature treats the wall as difficult terrain this turn.

Critical Success The creature can move through the wall without treating it as difficult terrain this turn.

Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.

Critical Failure Per failure, and the creature is pushed 10 feet away from the wall.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Wall of Wind", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Wind", "targets": "", "traits": "evocation, air" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Water Breathing", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Acid Arrow", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "acid, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Aerial Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You blink quickly between the Material and Ethereal Planes. You gain resistance 5 to all damage (overcome by force). You can Concentrate on the Spell to vanish and reappear 10 feet in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Blink", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Blink", "targets": "", "traits": "teleportation, conjuration" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 4, "material_costs": "", "name": "Charm", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create an invisible floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions as if using your normal visual senses.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Clairvoyance", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Clairvoyance", "targets": "", "traits": "divination, scrying" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like.

Heightened (3rd) The target can also speak the language.

Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Comprehend Language", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Comprehend Language", "targets": "one creature", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save.

Success Babbles incoherently and is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

Critical Failure Confused for 1 minute with no save to end early.

Heightened (8th) You can target up to 10 creatures.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Confusion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Confusion", "targets": "one creature", "traits": "enchantment, mental, emotion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 4, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Create Food", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create a temporary standard-quality object. It must be of vegetable matter and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never functions as a cost or the like, and can't be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporary conjured.

Heightened (5th) The item is expert quality and can use minerals.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Creation", "pfclass": "arcane", "range": "0 feet", "saving_throw": "", "school": "conjuration", "short_description": "Creation", "targets": "", "traits": "conjuration" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A shroud of darkness prevents light from penetrating or emanating within the area. This suppresses magical light of the spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with darkvision (but not greater darkvision) treat targets seen through the darkness as concealed.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Darkness", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Darkness", "targets": "", "traits": "evocation, darkness" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.

Heightened (6th) The duration increases to 24 hours.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Detect Scrying", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Scrying", "targets": "", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the spell is lost.

Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Dimension Door", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Dimension Door", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You interfere with the target's ability to travel dimensions. The target is immune to teleportation and any effect that would move it to a different plane. The duration is determined by its Will save.

Success The effect lasts for 1 round.

Critical Success No effect.

Failure The effect lasts for 1 minute.

Critical Failure The effects lasts for 1 hour.

", "duration": "varies", "level": 4, "material_costs": "", "name": "Dimensional Anchor", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Dimensional Anchor", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a +4 conditional bonus to Perception vs. lies.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Discern Lies", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Discern Lies", "targets": "", "traits": "revelation, divination, mental" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You send a message to your target's dream. The message is oneway, up to 1 minute of speech (roughly 150 words). If the target is asleep, she receives the message instantly. If not, she receives it the next time she sleeps. As soon as she receives it, the spell is dismissed, and you know the message was sent.

Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell is dismissed for each creature individually.

", "duration": "1 day or until dismissed", "level": 4, "material_costs": "", "name": "Dream Message", "pfclass": "arcane", "range": "planetary", "saving_throw": "", "school": "enchantment", "short_description": "Dream Message", "targets": "one creature you know by name and have met in person", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Make a ranged touch attack. If you succeed, the effect depends on the target's Fortitude save; if you critically succeed, treat the result as one degree worse. Enervated effects last for only the duration.

Success The target is enervated 1.

Critical Success The target is unaffected.

Failure The target is enervated 2.

Critical Failure The target is enervated 4.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Enervation", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Enervation", "targets": "one creature", "traits": "attack, negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Enlarge", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+2) The temporary Hit Points increase by 6.

", "duration": "1 day", "level": 4, "material_costs": "", "name": "False Life", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Fire Shield", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 4, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a fly Speed of 30 feet.

Heightened (7th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Fly", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Fly", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

While under this spell's effect, the target ignores all effects that would entangle or hamper her. When she attempts to escape an effect that has her immobilized, grabbed, or restrained, she automatically succeeds unless it's a magical effect of a higher level than the freedom of movement spell.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Freedom of Movement", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Freedom of Movement", "targets": "one willing creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Gaseous Form", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Gaseous Form", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "10-foot burst centered on one corner of your space", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an immobile globe around you that attempts to dispel any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. Even if the dispel attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also had targets outside the globe or part of its area were beyond the globe, those targets or area would still be affected normally). You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost (though creatures can enter the area afterward normally).

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Globe of Invulnerability", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Globe of Invulnerability", "targets": "", "traits": "abjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "50-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

", "duration": "24 hours", "level": 4, "material_costs": "", "name": "Hallucinatory Terrain", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Hallucinatory Terrain", "targets": "", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 4, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target becomes invisible. This makes it unseen to all creatures, though they can attempt to find the target, making it sensed by them instead (see page 303). If the target acts in a hostile manner, the spell is dismissed after that hostile action, reaction, free action, or activity is completed.

Heightened (4th) The spell is not dismissed if the target acts in a hostile manner.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Invisibility", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Invisibility", "targets": "one creature", "traits": "visual, illusion" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 4, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will saving throw against the nightmare. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will saving throw.

Success The target suffers no adverse effects from the nightmare, other than its memories.

Critical Success The target suffers no adverse effects and is inoculated for 1 week.

Failure The target awakens fatigued.

Critical Failure The target awakens fatigued and is drained 2 until no longer fatigued.

", "duration": "1 day or until dismissed", "level": 4, "material_costs": "", "name": "Nightmare", "pfclass": "arcane", "range": "planetary", "saving_throw": "Will", "school": "illusion", "short_description": "Nightmare", "targets": "one creature you know by name", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You afflict the target with a curse that makes its presence off-putting and grating, depending on the outcome of its Will save.

Success Per failure, but the effect ends on its own after 1 minute instead.

Critical Success The target is unaffected.

Failure The target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and all creatures she encounters have an initial attitude toward her of one step worse (for instance, unfriendly instead of indifferent). The effect is permanent.

Critical Failure Per failure, but all creatures the target encounters have an initial attitude towards her of two steps worse.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Outcast's Curse", "pfclass": "arcane", "range": "touch", "saving_throw": "Will", "school": "enchantment", "short_description": "Outcast's Curse", "targets": "one creature", "traits": "misfortune, curse, enchantment, attack, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to paralyze the target, potentially freezing it in place, depending on the outcome of the target's Will save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

Critical Failure The target is paralyzed for 4 rounds. At the start of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Heightened (4th) You can target a humanoid or non-humanoid creature.

Heightened (7th) You can target up to 10 humanoid creatures.

Heightened (9th) You can target up to 10 creatures, and they don't have to be humanoids.

", "duration": "varies", "level": 4, "material_costs": "", "name": "Paralyze", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Tiny nonthreatening animal, such as a cat, rat, insect, or lizard. You count as an animal in addition to your normal traits while in this form. You can choose the specific type of animal you turn into (such as a rat or praying mantis). This has no effect on your battle form's size or statistics. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following abilities:

The special statistics of your pest form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your pest form prevents you from casting spells, speaking, or spending most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).

Heightened (2nd) The duration increases to 1 hour.

Heightened (4th) You can turn into a flying creature, such as a bird. You also gain a fly Speed of 20 feet.

", "duration": "10 minutes or until dismissed", "level": 4, "material_costs": "", "name": "Pest Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Pest Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 4, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 4, "material_costs": "", "name": "Phantom Steed", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "100-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area

", "duration": "24 hours", "level": 4, "material_costs": "", "name": "Private Sanctum", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Private Sanctum", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an immobile sphere of force around the target's space to either trap or protect it, blocking anything that would cross through the sphere. The sphere has AC 5, TAC 5, and Hardness 10. It can take 2 extra Dents and is destroyed when broken. Disintegrate destroys the sphere instantly. The spell's duration ends when the sphere is destroyed. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.

Success The target disrupts the sphere's integrity, so the sphere functions normally but begins with 3 Dents.

Critical Success The target disrupts the sphere, causing it to collapse entirely.

Failure The sphere has its normal effect.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Resilient Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Reflex", "school": "abjuration", "short_description": "Resilient Sphere", "targets": "one Large or smaller creature", "traits": "force, abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Resist Energy", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space springs up, connected to the top of the rope. This space can be reached only by climbing the rope.

The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.

If the rope is detached or destroyed or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.

", "duration": "8 hours", "level": 4, "material_costs": "", "name": "Rope Trick", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Rope Trick", "targets": "one touched piece of rope from 5 to 30 feet long", "traits": "space, extradimensional, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the stone into a rough shape of your choice; it can't include intricate parts, fine details, moving pieces, or the like. Any creature standing atop the stone when you reshape it must attempt an Acrobatics check.

Success Unaffected.

Failure The creature falls prone.

Critical Failure The creature falls off the stone (if applicable) and falls prone.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Shape Stone", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Shape Stone", "targets": "cube of stone 10 feet across or smaller", "traits": "earth, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Per obscuring mist, except that the area is also difficult terrain.

", "duration": "1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Solid Fog", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Solid Fog", "targets": "", "traits": "water, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose a spell and name it aloud as part of the Verbal Casting action. Spell immunity attempts to dispel that spell (see page 197) whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully dispelling a spell that targets an area or multiple targets with spell immunity negates the effects only for spell immunity's target.

", "duration": "24 hours", "level": 4, "material_costs": "", "name": "Spell Immunity", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Spell Immunity", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 4, "material_costs": "", "name": "Stoneskin", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target's response depends on its Will save.

Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them.

Critical Success The target is unaffected and knows you tried to control it.

Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects, at which point the spell is dismissed.

Critical Failure Per failure, but the duration is 1 hour or until dismissed.

Heightened (8th) You can target up to 10 creatures.

", "duration": "varies", "level": 4, "material_costs": "", "name": "Suggestion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Suggestion", "targets": "one creature", "traits": "mental, enchantment, linguistic" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can communicate telepathically with all creatures within 30 feet. The communication is two-way once you have established a connection by communicating with a creature. You can communicate only with creatures that share a language with you.

Heightened (6th) Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Telepathy", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Telepathy", "targets": "", "traits": "mental, divination, linguistic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not good enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target, so you could make one appear to be a dwarf and another an elf, for example.

Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It ignores any circumstance penalties the targets might take for being disguised as a dissimilar creature, and it also gives the targets a +4 conditional bonus to Deception checks to prevent others from seeing through their disguises. You can dismiss any or all of these disguises with a Verbal Casting action.

Heightened (5th) The spell also disguises the targets' voices and scents, gaining the auditory trait.

Heightened (7th) The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents, gaining the auditory trait.

", "duration": "1 hour or until dismissed", "level": 4, "material_costs": "", "name": "Veil", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "illusion, visual" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 24 hours.

", "duration": "1 hour", "level": 4, "material_costs": "", "name": "Water Breathing", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Water Breathing", "targets": "up to five creatures", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must swim normally and doesn't gain the ability to breathe underwater.

Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Water Walk", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Water Walk", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "10-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5 and TAC 5, and it automatically fails its saving throws.

Each time a creature begins to use a move action while in the web, it must attempt an Athletics check or Reflex save against your spell DC to avoid being entangled or immobilized. A creature that gets out of the web ceases to be entangled by it.

Success The creature is unaffected. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.

Critical Success As success, and it doesn't need to attempt further saving throws against the web this turn. It clears the web from every square it leaves after leaving the square.

Failure The creature is entangled until the start of its next turn but doesn't need to attempt further Athletics checks or saving throws against the web during this action.

Critical Failure The creature is immobilized until the start of its next turn, after which it is entangled for 1 round.

Heightened (4th) The spell's area increases to a 20-foot burst, and its range increases to 60 feet.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Web", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Web", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Aerial Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send the target back to its home plane, to the place it was before leaving. The effect depends on the target's Will save. You can add a Material Casting action to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, not from a spell component pouch. You can cast this spell only when you're on your home plane.

Success The creature resists being banished.

Critical Success The creature resists being banished and you are stunned until the end of your next turn.

Failure The creature is banished.

Critical Failure The creature is banished and can't return to your home plane by any means for 1 week.

Heightened (9th) You can target up to 10 creatures. The extra material component affects these targets if it is anathema to them.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Banishment", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Banishment", "targets": "one creature that isn't on its home plane", "traits": "abjuration" }, { "area": "20-foot burst adjacent to a flat surface", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Tentacles rise and attempt to Grapple each creature in the area. Make spell rolls against the Fortitude DC of each creature. Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the tentacles, the tentacles attempt to grab that creature if they haven't already, and deal 1d6 bludgeoning damage to any creature grabbed.

The tentacles' escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. It has AC 25 and TAC 23 and is destroyed if it takes 12 damage or more.

", "duration": "1 minunte or until dismissed", "level": 5, "material_costs": "", "name": "Black Tentacles", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Black Tentacles", "targets": "", "traits": "conjuration" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create an opaque wall of light in a vibrant color. The wall is straight and vertical, stretching 60 feet across and 30 feet high. If it would pass through a creature, the spell is lost. The wall sheds bright light 20 feet on each side. You can ignore its effects.

Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be dispelled normally; rather, each color is automatically dispelled when targeted by a specific spell, even if that spell is a lower level than chromatic wall.

1: Red Destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and deals 20 fire damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by cone of cold.

2: Orange Destroys thrown weapons that would pass through, and deals 25 acid damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by gust of wind.

3: Yellow Stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and deals 35 electricity damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by disintegrate.

4: Green Stops toxins, gases, and breath weapons from passing through, and deals 10 poison damage to anyone passing through and makes them enfeebled 1 (Fortitude half damage and negate enfeebled, and no damage on a critical success) for 1 minute. Dispelled by passwall.


Heightened (7th) The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color. A red, orange, yellow, or green wall deals an extra 10 damage.

5: Blue Stops auditory, petrification, and visual effects from passing through, and those passing through suffer the effects of flesh to stone. Dispelled by magic missile.

6: Indigo Stops divination and mental effects from passing through, and those passing through suffer the effects of warp mind. Dispelled by searing light.

7: Violet Prevents spells from targeting the other side (area effects still cross as normal), and creatures passing through are slow 1 for 1 minute (sent to another plane, as the effect of plane shift, on a critical failure). Dispelled by dispel magic.

8: Reroll, and the wall's save DC gets a +2 conditional bonus.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Chromatic Wall", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Reflex/Fort", "school": "abjuration", "short_description": "Chromatic Wall", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacks cause a brilliant flash of light. When a creature hits the target with a melee attack, it must attempt a Will save. It's bolstered until the end of its next turn.

Success The attacker is unaffected.

Failure The attacker is blinded for 1 round.

Critical Failure The attacker is stunned for 1 round.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Cloak of Colors", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Cloak of Colors", "targets": "one creature", "traits": "illusion, visual" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), drop what it's holding, drop prone, or stand in place. The effects depend on the target's Will save.

Success The target is unaffected.

Failure The target spends its first action doing as you commanded, and the spell is dismissed.

Critical Failure The target does as you commanded, spending as many actions as possible doing so, and does nothing else.

Heightened (5th) You can target up to 10 creatures.

", "duration": "until the end of the target's next turn", "level": 5, "material_costs": "", "name": "Command", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Command", "targets": "one creature", "traits": "mental, lingual, enchantment, auditory" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 5, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "50 feet long by 50 feet wide", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area suffer the effects of slow.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Control Water", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "evocation", "short_description": "Control Water", "targets": "", "traits": "evocation, water" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You create a temporary standard-quality object. It must be of vegetable matter and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never functions as a cost or the like, and can't be made of special materials or materials with a rarity of uncommon or higher. It is obviously temporary conjured.

Heightened (5th) The item is expert quality and can use minerals.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Creation", "pfclass": "arcane", "range": "0 feet", "saving_throw": "", "school": "conjuration", "short_description": "Creation", "targets": "", "traits": "conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You inflict despair on creatures in the area. The effects are determined for each creature by its Will save.

Success For 1 round, it can't take reactions and must attempt another save at the start of its turn or be slowed 1 for that turn as it sobs uncontrollably.

Critical Success The creature is unaffected.

Failure As a success, but lasting 1 minute.

Critical Failure As failure, but automatically slowed 1 for 1 minute.

Heightened (7th) The area increases to a 60-foot cone.

", "duration": "1 or more rounds", "level": 5, "material_costs": "", "name": "Crushing Despair", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "enchantment", "short_description": "Crushing Despair", "targets": "", "traits": "enchantment, mental, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the spell is lost.

Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Dimension Door", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Dimension Door", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "1 reaction", "components": "Sr", "description_formated": "

The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with an appropriate fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target acts hostile, the spell is dismissed afterward. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell isn't dismissed if the target acts hostile.

", "duration": "concentration, up to 1 minute", "level": 5, "material_costs": "", "name": "Drop Dead", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "illusion", "short_description": "Drop Dead", "targets": "one creature", "traits": "illusion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Elemental Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

", "duration": "1 day", "level": 5, "material_costs": "", "name": "Endure Elements", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Endure Elements", "targets": "one willing creature", "traits": "abjuration" }, { "area": "100-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Concentrate on the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, you can attempt a Perception check to disbelieve the illusion, though even if you're successful, you can't learn what's truly going on in the area.

", "duration": "24 hours", "level": 5, "material_costs": "", "name": "False Vision", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "False Vision", "targets": "", "traits": "illusion" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 5, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The corpse doesn't decay, nor can it be transformed into an undead. Time spent under the effect of this spell doesn't count when determining the success of spells that require a fresh corpse.

Heightened (5th) The spell's duration is permanent, but you must add a Material Casting action during which you expend 6 gp worth of embalming fluid as a cost.

", "duration": "1 day", "level": 5, "material_costs": "", "name": "Gentle Repose", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Gentle Repose", "targets": "one corpse", "traits": "necromancy" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Hallucination", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "50-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

", "duration": "24 hours", "level": 5, "material_costs": "", "name": "Hallucinatory Terrain", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Hallucinatory Terrain", "targets": "", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform your appearance to look like a Small or Medium humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You count as a humanoid in addition to your normal traits while in this form, as well as gaining any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (using the effects of the shrink spell). This transformation doesn't change your statistics in any way. You can still wear and use your gear, and it changes size to match your new form if necessary. The item's size change ends immediately if the item leaves your person. You don't gain the special abilities of the humanoid form you assume. This spell grants you a +4 conditional bonus to Deception checks to pass as a generic member of the chosen ancestry, but you can't make yourself to look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when choosing the DC of your Deception check.

Heightened (3rd) You gain darkvision or low-light vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

", "duration": "10 minutes or until dismissed", "level": 5, "material_costs": "", "name": "Humanoid Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 5, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.

Heightened (5th) As the 2nd-level version, but the duration is unlimited.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Illusory Object", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Object", "targets": "", "traits": "visual, illusion" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Illusory Scene", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "10-foot aura", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell acts in a hostile manner, the spell is dismissed after that hostile action, reaction, free action, or activity is completed.

While exploring, it's easy to move together and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until the end of the first round, at which point the spell ends.

Heightened (5th) The duration increases to 1 hour or until dismissed.

", "duration": "10 minutes or until dismissed", "level": 5, "material_costs": "", "name": "Invisibility Sphere", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Invisibility Sphere", "targets": "you and any number of creatures in range", "traits": "visual, illusion" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You learn the direction to the target (if you picked a specific object, such as "my grandmother's sword") or the nearest target (if you picked a type of objects, such as "swords"). If the target is a specific object, you must have observed it directly with your own senses. If it's general, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, you can't locate the object. If you picked a type of object, this means you might find that is an object farther away if a nearer one is behind lead or running water.

Heightened (5th) You can target a specific creature or ancestry instead of an object. You must have met the creature or a creature of that ancestry up close in order to do so.

", "duration": "concentration", "level": 5, "material_costs": "", "name": "Locate", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Locate", "targets": "one specific object or type of object", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You afflict the target with the curse of the roiling sea, depending on its Will save.

Success The target becomes sick 1. Reducing its sick condition to 0 ends the curse.

Critical Success The target is unaffected.

Failure The target becomes sick 1 and can't reduce its sick condition below 1 while the curse remains. Whenever it is sick and on the water at least a mile from shore, it is also slowed 1.

Critical Failure Per failure, but the target becomes sick 2.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Mariner's Curse", "pfclass": "arcane", "range": "touch", "saving_throw": "Will", "school": "necromancy", "short_description": "Mariner's Curse", "targets": "one creature", "traits": "attack, curse, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You access the target's memories and knowledge unless it fends you off with a Will save.

Success The target is unaffected.

Failure Each round of the probe's duration, you ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target sends you a false answer that you believe is a truthful answer.

Critical Failure Per failure, but the target takes a \u20134 circumstance penalty to Deception checks against questions you ask as part of the probe.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Mind Probe", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "divination", "short_description": "Mind Probe", "targets": "one creature", "traits": "divination, mental, lingual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target loses its scent, preventing creatures from noticing it using scent alone. A creature attempting a Perception check with scent and other senses might be able to notice the lack of natural scent. If the target has a stench attack, that ability is also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Negate Aroma", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Negate Aroma", "targets": "one willing or unconscious creature", "traits": "abjuration" }, { "area": "5-foot-wide, 10-foot-tall, 10-footdeep section of wooden, plaster, or stone wall", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space; if the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure, so the wall doesn't collapse even if it's load-bearing. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance (and exit, if applicable) appear completely normal (unless subjected to true seeing), despite the tunnel's existence. The tunnel's entrance normally counts as a solid wall, but you can specify a password or a trigger stimulus. Anyone speaking the password or fulfilling the trigger stimulus can enter the tunnel freely.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Passwall", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Passwall", "targets": "", "traits": "earth, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 5, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 5, "material_costs": "", "name": "Phantom Steed", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.

The first time you Concentrate on the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but if you and the eye ever cease to be on the same plane of existence, the spell ends immediately. You can attempt Seek actions through the eye if you want to attempt Perception checks with it.

", "duration": "concentration up to 10 minutes", "level": 5, "material_costs": "", "name": "Prying Eye", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Prying Eye", "targets": "", "traits": "divination, scrying" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can see invisible creatures and objects. They appear to you as translucent shapes, and you treat them as if they were concealed.

Heightened (5th) The spell has a duration of 8 hours.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "See Invisibility", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "See Invisibility", "targets": "", "traits": "divination, revelation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You send the creature a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Sending", "pfclass": "arcane", "range": "planetary", "saving_throw": "", "school": "divination", "short_description": "Sending", "targets": "one familiar creature", "traits": "divination" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

You transform the triggering spell into a partially illusory version of itself. Treat this as a dispel attempt, except that if the dispel attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. Treat shadow siphon's counteract level as 2 higher for this dispel attempt.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Shadow Siphon", "pfclass": "arcane", "range": "60 feet", "saving_throw": "", "school": "illusion", "short_description": "Shadow Siphon", "targets": "the triggering spell", "traits": "illusion, shadow" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

The targets enter the edge of the Shadow Plane, where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane, and while on the Shadow Plane, they are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together appear together).

", "duration": "8 hours or until dismissed", "level": 5, "material_costs": "", "name": "Shadow Walk", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Shadow Walk", "targets": "you and up to nine willing creatures touched", "traits": "teleportation, conjuration, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

When you cast this spell, you move the target up to 20 feet, potentially suspending it in midair. When you Concentrate on the Spell, you can do so again, and you can choose a different eligible target.

", "duration": "concentration, up to 1 minute", "level": 5, "material_costs": "", "name": "Telekinetic Haul", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Telekinetic Haul", "targets": "one object weighing up to 500 pounds and with no dimension longer than 20 feet", "traits": "evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

The targets can communicate telepathically with any or all of the other targets from any point on the same planet.

", "duration": "8 hours", "level": 5, "material_costs": "", "name": "Telepathic Bond", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Telepathic Bond", "targets": "you and up to four willing creatures", "traits": "mental, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can understand the meaning of the words of all languages as well as speak the languages of other creatures. When in a mixed group of creatures, each time she speaks, the target can choose a creature and speak in a language that creature understands, even if she doesn't know what language that is.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Tongues", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Tongues", "targets": "one creature", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not good enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target, so you could make one appear to be a dwarf and another an elf, for example.

Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It ignores any circumstance penalties the targets might take for being disguised as a dissimilar creature, and it also gives the targets a +4 conditional bonus to Deception checks to prevent others from seeing through their disguises. You can dismiss any or all of these disguises with a Verbal Casting action.

Heightened (5th) The spell also disguises the targets' voices and scents, gaining the auditory trait.

Heightened (7th) The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents, gaining the auditory trait.

", "duration": "1 hour or until dismissed", "level": 5, "material_costs": "", "name": "Veil", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "illusion, visual" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.

Each 10-foot-by-10-foot section of the wall has AC 10, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Wall of Ice", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Wall of Stone", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Acid Arrow", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "acid, attack, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium flying animal battle form. You count as an animal in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells, speaking, or taking most manipulate actions that require hands. (The GM decides if there's doubt.) You can dismiss the spell with a concentrate action. When you prepare this spell, choose from the options below. You gain the attacks, Speeds, and special abilities listed. You can choose the specific type of animal (such as an owl or eagle for bird). This has no effect on the Size or statistics.

Heightened (5th) Your battle form is Large and your fly Speed is accelerated 10. You must have enough space to expand or the spell is lost. Your statistics are AC 28 (TAC 26); attack modifier of +15; damage bonus +8; 10 temporary HP; Acrobatics +18.

Heightened (6th) Your battle form is Huge, your attacks have 10-foot reach, and your fly Speed is accelerated 15 feet. You must have enough space or the spell is lost. Your statistics are AC 31 (TAC 28); attack modifier +19; damage bonus +4 and double damage dice (including persistent damage); 15 temporary HP; Acrobatics +20.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Aerial Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Aerial Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Success The target's body gains minor features of the harmless animal. Its insides churn, causing it to be sick 1. When it recovers from the sickness, its features revert to normal.

Critical Success The target is unaffected.

Failure The target transforms for 1 minute but keeps its mind. It can spend all its actions on its turn concentrating on its original form, granting it a Will save to end the effect.

Critical Failure The target is transformed into the chosen harmless animal, body and mind, for 1 day.

Heightened (8th) On a critical failure, the duration is unlimited.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Baleful Polymorph", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Baleful Polymorph", "targets": "one creature", "traits": "polymorph, transmutation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Chain Lightning", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Collective Transposition", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "teleportation, conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 6, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Create Food", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.

Heightened (6th) The duration increases to 24 hours.

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Detect Scrying", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Scrying", "targets": "", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a green ray at your target. Make a ranged touch attack. You deal 16d10 damage and the target must attempt a Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage

Heightened (+1) The damage increases by 2d10.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Disintegrate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Disintegrate", "targets": "one creature or unattended object", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Success Slowed 1 for 1 round as it fights off your commands.

Critical Success The target is unaffected.

Failure The target follows your orders but attempts a Will save at the end of each of its turns. On success, the spell is dismissed.

Critical Failure As failure, but the target receives a new save only whenever you give it a new order, and even then only if the new order is against its nature, such as killing its allies.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "1 day, or until dismissed", "level": 6, "material_costs": "", "name": "Dominate", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Dominate", "targets": "", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large dragon battle form. You must have space to expand or the spell is lost. You count as a dragon in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

A creature that succeeds at a DC 24 saving throw takes half damage, or no damage on a critical success. The saving throw is a Reflex save unless stated otherwise in the special ability description below. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon is an arcane evocation with the appropriate damage trait. The shape, damage, and damage type depend on your specific dragon form (see below). These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or taking most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with an action (this action has the concentrate trait).

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed below for the corresponding form:

Heightened (8th) Your battle form is Huge, your fly Speed is accelerated 20, and your attacks have 10-foot reach (15 if they previously had 10). Your statistics are Athletics +26; AC 35 (TAC 31); 15 temporary HP; attack modifier +26; damage bonus +17; breath weapon DC 30; +14 conditional bonus to breath weapon damage.

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Dragon Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dragon Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Elemental Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge. The conditional bonus to melee damage is +4 and reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Enlarge", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Enlarge", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+2) The temporary Hit Points increase by 6.

", "duration": "1 day", "level": 6, "material_costs": "", "name": "False Life", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You drastically reduce the target's mental faculties. The effect depends on the target's Will save.

Success The target is stupefied 2 for 1 round.

Critical Success The target is unaffected.

Failure The target is stupefied 4 with a permanent duration.

Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, she becomes an NPC under the GM's control.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Feeblemind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Feeblemind", "targets": "one humanoid creature", "traits": "mental, curse, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Fire Shield", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 6, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to turn the target's flesh into stone. The target must attempt a Fortitude save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns. On a failed save, the slowed condition increases by 1; on a critically failed save, it increases by 2. A successful save reduces the slowed condition by 1. If the slowed condition is reduced to 0 or otherwise ends, the spell ends. When a creature is unable to act due to the slowed condition from flesh to stone, the spell ends but the creature is petrified permanently.

Critical Failure As failure, but the creature is initially slowed 2.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Flesh to Stone", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Flesh to Stone", "targets": "one creature made of flesh", "traits": "transmutation" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 6, "material_costs": "", "name": "Hallucination", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 6, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 6, "material_costs": "", "name": "Illusory Scene", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 6, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You turn yourself invisible and create an illusory duplicate of yourself. When you Concentrate on the Spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the invisibility and the duplicate remain as long as you concentrate. Per a 4th-level invisibility spell, committing a hostile action doesn't end mislead's invisibility. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that can see your invisible form doesn't necessarily know your duplicate is an illusion.

If you Cast a Spell, attack, or otherwise interact with another creature, you can attempt a Deception check as part of that action against observers' Perception DCs to convince them your duplicate took that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray you could make it look like it came from the duplicate, if the duplicate is positioned appropriately, but if you attack with a staff and your duplicate is across the room from the target, your attempt at deception would fail.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Mislead", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Mislead", "targets": "", "traits": "illusion" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 6, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You conjure a Large, magical, horselike creature that only you (or another Medium or Small creature you choose when casting the spell) can ride. The horse is clearly phantasmal in nature, has 18 AC and 10 Hit Points, and automatically fails all saves. If reduced to 0 Hit Points, it disappears and the spell is dismissed. The steed has a Speed of 40 feet and can hold your body weight (or the body weight of the creature you chose) plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also walk on air (per air walk) but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores areas of natural difficult terrain.

", "duration": "8 hours or until dismissed", "level": 6, "material_costs": "", "name": "Phantom Steed", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 8d4 piercing damage to the touched creature and afflict it with purple worm venom, depending on the outcome of its Fortitude save.

Success The target takes 3d6 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with purple worm venom at stage 1.

Critical Failure The target is afflicted with purple worm venom at stage 2.

Purple Worm Venom (Poison) Level 11; Maximum Duration 6 rounds. Stage 1 3d6 damage and enfeebled 2 (1 round); Stage 2 4d6 damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 2 (1 round).

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Purple Worm Sting", "pfclass": "arcane", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Purple Worm Sting", "targets": "one creature", "traits": "poison, attack, necromancy" }, { "area": "aura up to 40 feet", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

From you extends an aura that prevents creatures from approaching you. When casting the spell, you can make the field any radius you choose, up to 40 feet. Creatures must attempt a Will save if they're in the aura when you cast the spell or as soon as they enter the aura while it's in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it moves voluntarily toward you. For example, if you move closer to a creature, it doesn't then need to move away.

Success The creature treats each square in the aura as difficult terrain when is moving closer to you.

Critical Success The creature's movement is not restricted.

Failure The creature can't move closer to you while in the aura.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Repulsion", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "abjuration", "short_description": "Repulsion", "targets": "", "traits": "abjuration, mental" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

Scrying works like clairvoyance, except that the image you receive is less precise (insufficient for teleport and similar spells) and instead of creating an eye in a set location within 500 feet, you instead create an eye that appears just above the target. You can choose a target either by name or by touching one of its possessions or a fallen piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower. The effect of scrying depends on the target's Will save.

Success The spell fails and the target is bolstered against scrying.

Critical Success The spell fails and the target is bolstered against scrying for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.

Failure The spell succeeds.

Critical Failure The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.

", "duration": "concentration, up to 10 minutes", "level": 6, "material_costs": "", "name": "Scrying", "pfclass": "arcane", "range": "planetary", "saving_throw": "Will", "school": "divination", "short_description": "Scrying", "targets": "one creature", "traits": "divination, scrying" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target shrinks to size Tiny. Its equipment shrinks with it, but returns to natural size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.

Heightened (6th) As 2nd level, but the spell can target up to 10 creatures instead of just one.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Shrink", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Shrink", "targets": "one willing creature", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Slow", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Slow", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You cause any spells cast on the target to spill out their energy in harmful surges, depending on the target's Will save.

Success Per failure, but the curse (and any persistent force damage from the curse) ends on its own after 1 minute.

Critical Success The target is unaffected.

Failure Whenever the target becomes affected by a spell with a duration, the target takes 1d12 persistent force damage, and each time she takes persistent force damage from spellwrack she reduces the remaining duration of spells affecting her by 1 round. An Arcana check at spellwrack's DC is required to lower the DC of the flat check for the persistent damage from 20 to 15.

Critical Failure Per failure, but the persistent force damage is 2d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Spellwrack", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Spellwrack", "targets": "one creature", "traits": "abjuration, curse, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 6, "material_costs": "", "name": "Stoneskin", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can communicate telepathically with all creatures within 30 feet. The communication is two-way once you have established a connection by communicating with a creature. You can communicate only with creatures that share a language with you.

Heightened (6th) Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language.

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Telepathy", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Telepathy", "targets": "", "traits": "mental, divination, linguistic" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Teleport", "pfclass": "arcane", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can see things within 60 feet as they actually are. The GM rolls a secret dispel check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "True Seeing", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "True Seeing", "targets": "", "traits": "revelation, divination" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "necromancy, negative, death" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

Casting Material Casting, Somatic Casting Range 120 feet; Area 10-foot burst Duration concentration, up to 1 minute

You create a pattern of lights in the air that pulses with intense light. Creatures are dazzled while inside the pattern. A creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws.

Success Unaffected.

Failure The target is blinded by the pattern. If it exits the pattern, it gets a new save to recover from the blindness at the end of each of its turns, to a maximum duration of 1 minute.

Critical Failure The target is blinded for 1 minute.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Vibrant Pattern", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Vibrant Pattern", "targets": "", "traits": "illusion, visual" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Wall of Force", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "evocation, force" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Chain Lightning", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create an opaque wall of light in a vibrant color. The wall is straight and vertical, stretching 60 feet across and 30 feet high. If it would pass through a creature, the spell is lost. The wall sheds bright light 20 feet on each side. You can ignore its effects.

Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be dispelled normally; rather, each color is automatically dispelled when targeted by a specific spell, even if that spell is a lower level than chromatic wall.

1: Red Destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and deals 20 fire damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by cone of cold.

2: Orange Destroys thrown weapons that would pass through, and deals 25 acid damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by gust of wind.

3: Yellow Stops acid, cold, electricity, fire, force, negative, positive, and sonic effects from passing through, and deals 35 electricity damage to anyone passing through (Reflex half, or none on a critical success). Dispelled by disintegrate.

4: Green Stops toxins, gases, and breath weapons from passing through, and deals 10 poison damage to anyone passing through and makes them enfeebled 1 (Fortitude half damage and negate enfeebled, and no damage on a critical success) for 1 minute. Dispelled by passwall.


Heightened (7th) The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color. A red, orange, yellow, or green wall deals an extra 10 damage.

5: Blue Stops auditory, petrification, and visual effects from passing through, and those passing through suffer the effects of flesh to stone. Dispelled by magic missile.

6: Indigo Stops divination and mental effects from passing through, and those passing through suffer the effects of warp mind. Dispelled by searing light.

7: Violet Prevents spells from targeting the other side (area effects still cross as normal), and creatures passing through are slow 1 for 1 minute (sent to another plane, as the effect of plane shift, on a critical failure). Dispelled by dispel magic.

8: Reroll, and the wall's save DC gets a +2 conditional bonus.

", "duration": "10 minutes", "level": 7, "material_costs": "", "name": "Chromatic Wall", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Reflex/Fort", "school": "abjuration", "short_description": "Chromatic Wall", "targets": "", "traits": "abjuration" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Collective Transposition", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "teleportation, conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You prepare a spell to trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than three actions. You must pay any appropriate costs for the spell. This companion spell must be one that can affect you. You must make any decisions for the spell when you set the contingency, such as choosing damage type for resist energy.

During the casting, choose a trigger under which the spell will be cast, using the same restrictions as the trigger for a readied action. You can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would normally affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency, the newer one supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Contingency", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Contingency", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 7, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You inflict despair on creatures in the area. The effects are determined for each creature by its Will save.

Success For 1 round, it can't take reactions and must attempt another save at the start of its turn or be slowed 1 for that turn as it sobs uncontrollably.

Critical Success The creature is unaffected.

Failure As a success, but lasting 1 minute.

Critical Failure As failure, but automatically slowed 1 for 1 minute.

Heightened (7th) The area increases to a 60-foot cone.

", "duration": "1 or more rounds", "level": 7, "material_costs": "", "name": "Crushing Despair", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "enchantment", "short_description": "Crushing Despair", "targets": "", "traits": "enchantment, mental, emotion" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a shimmering barrier that attempts to dispel all teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock dispels any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.

", "duration": "1 day", "level": 7, "material_costs": "", "name": "Dimensional Lock", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Dimensional Lock", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a green ray at your target. Make a ranged touch attack. You deal 16d10 damage and the target must attempt a Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage

Heightened (+1) The damage increases by 2d10.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Disintegrate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Disintegrate", "targets": "one creature or unattended object", "traits": "evocation" }, { "area": "", "casting_time": "1 reaction", "components": "Sr", "description_formated": "

The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with an appropriate fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target acts hostile, the spell is dismissed afterward. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell isn't dismissed if the target acts hostile.

", "duration": "concentration, up to 1 minute", "level": 7, "material_costs": "", "name": "Drop Dead", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "illusion", "short_description": "Drop Dead", "targets": "one creature", "traits": "illusion, visual" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Duplicate Foe", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Medium elemental battle form. You count as an elemental in addition to your normal traits. Your gear is absorbed into you; the constant abilities still function, but you can't activate it. When you transform, you gain the following:

These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or using most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with a action (this action has the concentrate trait).

If you prepare this spell, choose from the options below. When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +19, AC 31 (TAC 28); 15 temporary HP; attack modifier +19; damage bonus +13.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. Your statistics are Acrobatics or Athletics +23; AC 34 (TAC 32); 20 temporary HP; attack modifier +21; damage bonus +11 and double the number of damage dice (including persistent damage).

", "duration": "1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Elemental Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Elemental Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Energy Aegis", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell with a single Somatic Casting action.

In fire form, you have a fly Speed of 40 feet and don't need to breathe.

Heightened (9th) You have resistance 15 to precision damage, creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 fire damage, and you have a fly Speed of 60 feet.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Fiery Body", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fiery Body", "targets": "", "traits": "transmutation, polymorph, fire" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 7, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a fly Speed of 30 feet.

Heightened (7th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Fly", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Fly", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target acts faster. It gains the quick condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 5 creatures.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Haste", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Haste", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 7, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 9d4 piercing damage to the touched creature and afflict it with Leng spider venom, depending on its Fortitude save.

Success The target takes 4d6 poison damage.

Critical Success The target is unaffected.

Failure The target is afflicted with Leng spider venom at stage 1.

Critical Failure The target is afflicted with Leng spider venom at stage 2.

Leng Spider Venom (poison) Level 13; Maximum Duration 6 rounds; Stage 1 drained 1 (1 round); Stage 2 drained 1 and confused for 1 round (1 round).

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Leng's Sting", "pfclass": "arcane", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Leng's Sting", "targets": "one creature", "traits": "poison, attack, necromancy" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects back to the plane where you cast the spell, appearing where you choose within the spell's range. It appears as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once you enter the portal, you can shut the entrance, making it invisible. You and creatures you designated can reopen the door at will with the Interact action, just like opening a physical door. Other creatures must use extraplanar travel, such as plane shift, in order to enter the mansion.

Inside, the demiplane appears to be a mansion with a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you cast the spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance is closed, effects from outside the mansion fail to penetrate it, and vice versa. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes.

A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Magnificent Mansion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Magnificent Mansion", "targets": "", "traits": "conjuration, extradimensional" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Mask of Terror", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "emotion, visual, mental, illusion, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to paralyze the target, potentially freezing it in place, depending on the outcome of the target's Will save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

Critical Failure The target is paralyzed for 4 rounds. At the start of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Heightened (4th) You can target a humanoid or non-humanoid creature.

Heightened (7th) You can target up to 10 humanoid creatures.

Heightened (9th) You can target up to 10 creatures, and they don't have to be humanoids.

", "duration": "varies", "level": 7, "material_costs": "", "name": "Paralyze", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "5-foot-wide, 10-foot-tall, 10-footdeep section of wooden, plaster, or stone wall", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space; if the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure, so the wall doesn't collapse even if it's load-bearing. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance (and exit, if applicable) appear completely normal (unless subjected to true seeing), despite the tunnel's existence. The tunnel's entrance normally counts as a solid wall, but you can specify a password or a trigger stimulus. Anyone speaking the password or fulfilling the trigger stimulus can enter the tunnel freely.

", "duration": "1 hour", "level": 7, "material_costs": "", "name": "Passwall", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Passwall", "targets": "", "traits": "earth, conjuration" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 7, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The target or targets move to another dimensional plane, such as the plane of fire, the shadow plane, hell, or the abyss. Attempting to reach a particular plane requires specific knowledge of the plane and a magic tuning fork created from material from that plane; while the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.

The spell is highly imprecise, and you appear 1d20\u00d725 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as teleport, to travel while on the new plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Plane Shift", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Plane Shift", "targets": "one willing creature, or up to eight willing creatures joining hands", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target blinded upon hearing it. Once targeted, the target is bolstered against all castings of power word blind. The effect of the spell depends on the target's level.

12th or Lower Blinded permanently.

13th\u201314th Blinded for 1d4 minutes.

15th or Higher Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 7, "material_costs": "", "name": "Power Word Blind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Blind", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then roll a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.

1d8 Color Save Effect (Traits)
1 Red Reflex 40 fire damage (fire)
2 Orange Reflex 50 acid damage (acid)
3 Yellow Reflex 65 electricity damage (electricity)
4 Green Fortitude 25 poison damage and enfeebled 1 for 1 minute (poison)
5 Blue Fortitude Affected as if by flesh to stone
6 Indigo Will Confused, per the warp mind spell (mental)
7 Violet Will Slowed 1 for 1 minute; sent to another plane, per plane shift, on a critical failure (teleportation)
8 Potent beam Affected by two beams—roll twice, rerolling any duplicates or 8s
", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Prismatic Spray", "pfclass": "arcane", "range": "personal", "saving_throw": "Will, Fort, or None", "school": "evocation", "short_description": "Prismatic Spray", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than an aura spell, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't truly benefit from spells, though any visual manifestations of the spell appear. The image has AC equal to your TAC and the same saves as you. If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Concentrate on the Spell increases to 10 minutes.

", "duration": "concentration up to 1 minute", "level": 7, "material_costs": "", "name": "Project Image", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Project Image", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Resist Energy", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "20-foot radius, 40-foot-tall cylinder", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate edge. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the bounds of the spell's area is subjected to normal gravity again.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Reverse Gravity", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Reverse Gravity", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

This abjuration reflects spells cast at you back at their caster. When a spell targets you, you can spend a reaction to have spell turning attempt to reflect it. This works like dispelling the spell, but if the spell is successfully dispelled, the effect is turned back on the caster. Whether or not the dispel attempt is successful, spell turning ends. Spell turning can't affect spells that aren't targeted (such as area spells).

If spell turning reflects a spell back at a caster who also is under the effect of spell turning, his spell turning can attempt to reflect his own spell back at you again; if he does so, his dispel attempt automatically succeeds.

", "duration": "1 hour", "level": 7, "material_costs": "", "name": "Spell Turning", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Spell Turning", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Teleport", "pfclass": "arcane", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not good enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target, so you could make one appear to be a dwarf and another an elf, for example.

Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It ignores any circumstance penalties the targets might take for being disguised as a dissimilar creature, and it also gives the targets a +4 conditional bonus to Deception checks to prevent others from seeing through their disguises. You can dismiss any or all of these disguises with a Verbal Casting action.

Heightened (5th) The spell also disguises the targets' voices and scents, gaining the auditory trait.

Heightened (7th) The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents, gaining the auditory trait.

", "duration": "1 hour or until dismissed", "level": 7, "material_costs": "", "name": "Veil", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "illusion, visual" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.

Each 10-foot-by-10-foot section of the wall has AC 10, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Wall of Ice", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Wall of Stone", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's mind is thrown into confusion, depending on its Will saving throw.

Success The target is confused for 1 round.

Critical Success The target is unaffected.

Failure The target is confused for 1 minute.

Critical Failure The target is confused permanently.

The effect of warp mind is instantaneous and therefore can't be dispelled until it runs its course, though it can be counteracted by alter reality, miracle, primal phenomenon, restoration, or wish.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Warp Mind", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "enchantment", "short_description": "Warp Mind", "targets": "one creature", "traits": "emotion, mental, enchantment" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Acid Arrow", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "acid, attack, evocation" }, { "area": "10-foot aura", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells\u2014such as dispel magic\u2014can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are outside). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and function when the item exits; the ability boost from a potent item isn't suppressed. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.

The field disrupts only magic, so a +3 longsword still functions as a master-quality longsword. Magically created creatures (such as golems) function normally within an antimagic field.

", "duration": "concentration, up to 1 minute", "level": 8, "material_costs": "", "name": "Antimagic Field", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Antimagic Field", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Success The target's body gains minor features of the harmless animal. Its insides churn, causing it to be sick 1. When it recovers from the sickness, its features revert to normal.

Critical Success The target is unaffected.

Failure The target transforms for 1 minute but keeps its mind. It can spend all its actions on its turn concentrating on its original form, granting it a Will save to end the effect.

Critical Failure The target is transformed into the chosen harmless animal, body and mind, for 1 day.

Heightened (8th) On a critical failure, the duration is unlimited.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Baleful Polymorph", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Baleful Polymorph", "targets": "one creature", "traits": "polymorph, transmutation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Chain Lightning", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success The target is unaffected and aware you tried to charm it.

Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't act hostile toward you.

Critical Failure Target is helpful and can't act hostile toward you.

Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th) You can target up to 10 creatures of any kind.

", "duration": "1 hour or until dismissed", "level": 8, "material_costs": "", "name": "Charm", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "mental, emotion, enchantment" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Collective Transposition", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "teleportation, conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save.

Success Babbles incoherently and is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

Critical Failure Confused for 1 minute with no save to end early.

Heightened (8th) You can target up to 10 creatures.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Confusion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Confusion", "targets": "one creature", "traits": "enchantment, mental, emotion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You prepare a spell to trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than three actions. You must pay any appropriate costs for the spell. This companion spell must be one that can affect you. You must make any decisions for the spell when you set the contingency, such as choosing damage type for resist energy.

During the casting, choose a trigger under which the spell will be cast, using the same restrictions as the trigger for a readied action. You can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would normally affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency, the newer one supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

", "duration": "24 hours", "level": 8, "material_costs": "", "name": "Contingency", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Contingency", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 8, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You create enough food to feed six Medium creatures for a day; it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Create Food", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Create Food", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target becomes invisible and is completely silent. This defeats all forms of blindsense and blindsight.

", "duration": "10 minutes", "level": 8, "material_costs": "", "name": "Disappearance", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Disappearance", "targets": "one creature", "traits": "auditory, illusion, visual" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You discover the target's exact location by name (including the building, community, and country) and plane of existence.

You can target a creature only if you've seen it in person or have a significant belonging or a piece of its body. To target an object, you must have touched it or have a fragment. Discern location overcomes lower-level protections against detection and divination.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Discern Location", "pfclass": "arcane", "range": "unlimited", "saving_throw": "", "school": "divination", "short_description": "Discern Location", "targets": "one creature or object", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a green ray at your target. Make a ranged touch attack. You deal 16d10 damage and the target must attempt a Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage

Heightened (+1) The damage increases by 2d10.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Disintegrate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Disintegrate", "targets": "one creature or unattended object", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into a Large dragon battle form. You must have space to expand or the spell is lost. You count as a dragon in addition to your normal traits. Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate it. When you transform, you gain the following:

A creature that succeeds at a DC 24 saving throw takes half damage, or no damage on a critical success. The saving throw is a Reflex save unless stated otherwise in the special ability description below. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon is an arcane evocation with the appropriate damage trait. The shape, damage, and damage type depend on your specific dragon form (see below). These special statistics can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents casting spells or taking most actions with the manipulate trait that require hands (the GM decides if there's doubt). You can dismiss the spell with an action (this action has the concentrate trait).

If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed below for the corresponding form:

Heightened (8th) Your battle form is Huge, your fly Speed is accelerated 20, and your attacks have 10-foot reach (15 if they previously had 10). Your statistics are Athletics +26; AC 35 (TAC 31); 15 temporary HP; attack modifier +26; damage bonus +17; breath weapon DC 30; +14 conditional bonus to breath weapon damage.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Dragon Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Dragon Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Upon Casting this Spell, any targets\u2014including you\u2014can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell is dismissed.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Dream Council", "pfclass": "arcane", "range": "planetary", "saving_throw": "", "school": "illusion", "short_description": "Dream Council", "targets": "up to 12 creatures you know by name and have met in person", "traits": "illusion, mental" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Duplicate Foe", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shake the ground, topple creatures, and shatter structures.

Success The creature takes Half collapse damage and falls prone.

Critical Success Half collapse damage.

Failure Full collapse damage and falls prone.

Critical Failure Full collapse damage and falls into a fissure.

The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

", "duration": "1 round", "level": 8, "material_costs": "", "name": "Earthquake", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Earthquake", "targets": "", "traits": "earth, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+2) The temporary Hit Points increase by 6.

", "duration": "1 day", "level": 8, "material_costs": "", "name": "False Life", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Fire Shield", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 8, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Hallucination", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Horrid Wilting", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 8, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Illusory Scene", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 8, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Mask of Terror", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "emotion, visual, mental, illusion, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

When you cast maze, you transport the target into an extradimensional maze of eldritch origin. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze.

The possible outcomes of the Survival check or Perception check are as follows.

Success The creature is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.

Critical Success The creature escapes and the spell ends.

Failure The creature makes no progress toward escape.

Critical Failure The creature makes no progress toward escape, and if it was on the right path it no longer is.

Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns in the space it occupied when it was banished, or the nearest space if the original space is now filled. It loses any remaining actions it would have on its current turn, but it can spend reactions normally.

", "duration": "concentration, up to 10 minutes or until dismissed", "level": 8, "material_costs": "", "name": "Maze", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Maze", "targets": "", "traits": "teleportation, conjuration, extradimensional" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is immune to detection, revelation, and scrying unless the effect is of a higher level than the mind blank spell. The target also gains a +4 conditional bonus to saves against mental effects.

", "duration": "24 hours", "level": 8, "material_costs": "", "name": "Mind Blank", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "abjuration", "short_description": "Mind Blank", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; your constant abilities of your gear still function, but you can't activate any item abilities. When you transform, you gain the following:

The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait). When you prepare this spell, choose the creature you wish to turn into from the following options.

When in battle form, you gain the attacks, movement types, and special abilities listed.

Heightened (9th) Your statistics are AC 29 (TAC 26); attack modifier of +28; add 1 additional damage die on all Strikes; 25 temporary HP; Athletics +29.

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Monstrosity Form", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Monstrosity Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 8, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Polar Ray", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "evocation, cold" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target blinded upon hearing it. Once targeted, the target is bolstered against all castings of power word blind. The effect of the spell depends on the target's level.

12th or Lower Blinded permanently.

13th\u201314th Blinded for 1d4 minutes.

15th or Higher Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Power Word Blind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Blind", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target stunned upon hearing it. Once targeted, the target is bolstered against all castings of power word stun. The effect of the spell depends on the target's level.

13th or Lower Stunned for 1d6 rounds.

14th\u201315th Stunned for 1 round.

16th or Higher Slowed 1 for 1 round instead of stunned.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Power Word Stun", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Stun", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "60-foot wall", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet across and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side. Creatures other than you that come into the wall's light must succeed at a Will save or be blinded for 1 minute. A creature that attempts a save is then bolstered against that particular prismatic wall's blinding effect.

A prismatic wall has seven different colors, each with the effect of a 5th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.

The wall as a whole is immune to dispelling effects of the wall's level or lower, but each color must be dispelled by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is dispelled. Dispelling a color wall removes that color's effect from the wall, and dispelling them all ends prismatic wall.

", "duration": "1 hour or until dismissed", "level": 8, "material_costs": "", "name": "Prismatic Wall", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Prismatic Wall", "targets": "", "traits": "abjuration, light" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

A field of vibrant, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern. A creature must attempt a Will saving throw if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.

Success Unaffected.

Failure The target is confused for 1d4 rounds.

Critical Failure The target is stunned for 1d4 rounds. After the stun ends, the target is confused for the remaining duration of the spell.

", "duration": "concentration, up to 1 minute", "level": 8, "material_costs": "", "name": "Scintillating Pattern", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Scintillating Pattern", "targets": "", "traits": "illusion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's skin hardens like stone. It gains resistance 5 to physical damage (any bludgeoning, piercing, or slashing damage) and weakness 5 to adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance and weakness increase to 10.

Heightened (8th) The resistance and weakness increase to 15.

", "duration": "20 minutes", "level": 8, "material_costs": "", "name": "Stoneskin", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Stoneskin", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target's response depends on its Will save.

Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them.

Critical Success The target is unaffected and knows you tried to control it.

Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects, at which point the spell is dismissed.

Critical Failure Per failure, but the duration is 1 hour or until dismissed.

Heightened (8th) You can target up to 10 creatures.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Suggestion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Suggestion", "targets": "one creature", "traits": "mental, enchantment, linguistic" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Teleport", "pfclass": "arcane", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is overcome with an all-consuming urge to dance, depending on its Will save. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use any move actions other than to dance by using the Stride action to move up to half its Speed.

Success The spell's duration is 3 rounds, and the target must spend at least 1 action per turn dancing.

Critical Success The target is unaffected.

Failure The spell's duration is 1 minute, and the target must spend at least 2 actions per turn dancing.

Critical Failure The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Uncontrollable Dance", "pfclass": "arcane", "range": "touch", "saving_throw": "Will", "school": "enchantment", "short_description": "Uncontrollable Dance", "targets": "one creature", "traits": "mental, enchantment" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

This spell grants perfect sight based on scrying, allowing subjects to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore invisibility or the concealed condition, though physical barriers still provide cover.

The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance also doesn't matter, though the creature or object might move so far away it becomes too small to perceive. You don't scry any of the environment around the creature or object, though you do see any gear a creature is wearing or holding and can tell if it removes objects from its person.

If you try to track an unwilling creature, the effect depends on its Will save.

Success The spell ends after 1 round.

Critical Success The creature or object is unaffected.

Failure The other targets track the creature or object.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Unrelenting Observation", "pfclass": "arcane", "range": "100 feet", "saving_throw": "", "school": "divination", "short_description": "Unrelenting Observation", "targets": "one creature or object and up to five willing creatures", "traits": "scrying, divination" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "necromancy, negative, death" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Wall of Force", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "evocation, force" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send the target back to its home plane, to the place it was before leaving. The effect depends on the target's Will save. You can add a Material Casting action to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, not from a spell component pouch. You can cast this spell only when you're on your home plane.

Success The creature resists being banished.

Critical Success The creature resists being banished and you are stunned until the end of your next turn.

Failure The creature is banished.

Critical Failure The creature is banished and can't return to your home plane by any means for 1 week.

Heightened (9th) You can target up to 10 creatures. The extra material component affects these targets if it is anathema to them.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Banishment", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Banishment", "targets": "one creature that isn't on its home plane", "traits": "abjuration" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Chain Lightning", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Collective Transposition", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "teleportation, conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You prepare a spell to trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than three actions. You must pay any appropriate costs for the spell. This companion spell must be one that can affect you. You must make any decisions for the spell when you set the contingency, such as choosing damage type for resist energy.

During the casting, choose a trigger under which the spell will be cast, using the same restrictions as the trigger for a readied action. You can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would normally affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency, the newer one supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

", "duration": "24 hours", "level": 9, "material_costs": "", "name": "Contingency", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Contingency", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 9, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a green ray at your target. Make a ranged touch attack. You deal 16d10 damage and the target must attempt a Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage

Heightened (+1) The damage increases by 2d10.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Disintegrate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Disintegrate", "targets": "one creature or unattended object", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Crackling energy disjoins the target. You attempt to dispel it. If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Disjunction", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Disjunction", "targets": "one magic item", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Success Slowed 1 for 1 round as it fights off your commands.

Critical Success The target is unaffected.

Failure The target follows your orders but attempts a Will save at the end of each of its turns. On success, the spell is dismissed.

Critical Failure As failure, but the target receives a new save only whenever you give it a new order, and even then only if the new order is against its nature, such as killing its allies.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "1 day, or until dismissed", "level": 9, "material_costs": "", "name": "Dominate", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Dominate", "targets": "", "traits": "enchantment, mental" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Duplicate Foe", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 9, "material_costs": "", "name": "Energy Aegis", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You drastically reduce the target's mental faculties. The effect depends on the target's Will save.

Success The target is stupefied 2 for 1 round.

Critical Success The target is unaffected.

Failure The target is stupefied 4 with a permanent duration.

Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, she becomes an NPC under the GM's control.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Feeblemind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Feeblemind", "targets": "one humanoid creature", "traits": "mental, curse, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell with a single Somatic Casting action.

In fire form, you have a fly Speed of 40 feet and don't need to breathe.

Heightened (9th) You have resistance 15 to precision damage, creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 fire damage, and you have a fly Speed of 60 feet.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Fiery Body", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Fiery Body", "targets": "", "traits": "transmutation, polymorph, fire" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 9, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. While foresight is in effect, the target gains a +2 conditional bonus to initiative rolls and can't be flat-footed. In addition, you gain the following reaction.

[[R]] Foresight Trigger: The target of foresight defends against a hostile creature or other danger. Effect: The target rolls two dice and uses the higher result if it's being forced to roll (like with a saving throw), or the attacker or danger must roll twice and use the lower result (like with an attack or skill check). This is a fortune effect if the target is rolling twice, or a misfortune effect if the hostile force is.

Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again dismisses the previous foresight.

", "duration": "1 hour", "level": 9, "material_costs": "", "name": "Foresight", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Foresight", "targets": "one creature", "traits": "mental, prediction, divination" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Horrid Wilting", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 9, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You crush the target by causing it to collapse in on itself, dealing 100 damage. The target must attempt a Fortitude save. Each time you Concentrate on the Spell, you must choose a new target to be subject to the same effect. You can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or that otherwise lacks a solid form.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 10.

", "duration": "concentration, up to 1 minute", "level": 9, "material_costs": "", "name": "Implosion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Implosion", "targets": "one corporeal creature", "traits": "evocation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "four 40-foot bursts", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You call down four blazing meteors that explode. Each meteor deals 4d10 bludgeoning damage to any creatures in the 10-foot burst at the center of each area of effect; the meteor then explodes, dealing 19d6 fire damage to any creatures in each 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. Each creature in the area can attempt a Reflex saving throw, which applies to both types of damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The fire damage increases by 1d6 and the bludgeoning damage by 1d10.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Meteor Swarm", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Meteor Swarm", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You attempt to paralyze the target, potentially freezing it in place, depending on the outcome of the target's Will save.

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

Critical Failure The target is paralyzed for 4 rounds. At the start of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Heightened (4th) You can target a humanoid or non-humanoid creature.

Heightened (7th) You can target up to 10 humanoid creatures.

Heightened (9th) You can target up to 10 creatures, and they don't have to be humanoids.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Paralyze", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 9, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Polar Ray", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "evocation, cold" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target blinded upon hearing it. Once targeted, the target is bolstered against all castings of power word blind. The effect of the spell depends on the target's level.

12th or Lower Blinded permanently.

13th\u201314th Blinded for 1d4 minutes.

15th or Higher Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Power Word Blind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Blind", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that potentially kills the target upon hearing it. Once targeted, the target is bolstered against all castings of power word kill. The effect of the spell depends on the target's level.

14th or Lower The target dies instantly.

15th If the target had 65 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and gains dying 1 or increases its dying condition by 1 if it's already dying.

16th or Higher The target takes 65 damage; if this brings the target to 0 Hit Points, the target dies instantly.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Power Word Kill", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Kill", "targets": "one creature", "traits": "enchantment, auditory, death, mental" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target stunned upon hearing it. Once targeted, the target is bolstered against all castings of power word stun. The effect of the spell depends on the target's level.

13th or Lower Stunned for 1d6 rounds.

14th\u201315th Stunned for 1 round.

16th or Higher Slowed 1 for 1 round instead of stunned.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Power Word Stun", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Stun", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner within your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost.

", "duration": "1 hour", "level": 9, "material_costs": "", "name": "Prismatic Sphere", "pfclass": "arcane", "range": "10 feet", "saving_throw": "", "school": "abjuration", "short_description": "Prismatic Sphere", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than an aura spell, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't truly benefit from spells, though any visual manifestations of the spell appear. The image has AC equal to your TAC and the same saves as you. If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Concentrate on the Spell increases to 10 minutes.

", "duration": "concentration up to 1 minute", "level": 9, "material_costs": "", "name": "Project Image", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Project Image", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While casting the spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.

Your mansion contains the same types of foodstuffs and servants as created by the magnificent mansion spell.

Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you cast the spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.

When you prepare spells, you can choose not to recover the spell slot or daily spell you used to cast this spell. If you do, the mansion remains for another 24 hours.

The mansion must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The mansion adjusts around small features such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there's a 10% chance each day the mansion begins to sink or collapse.

The mansion doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the mansion when the spell is cast ends up unharmed inside the complete mansion and always has a clear path of escape.

", "duration": "24 hours (see text)", "level": 9, "material_costs": "", "name": "Resplendent Mansion", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "conjuration", "short_description": "Resplendent Mansion", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You transform yourself into any form you could choose with a different polymorph spell you know of 7th level or lower. You choose the type of creature as you cast the spell rather than when you prepare it. You can Concentrate on the Spell to change your form to any other form you could choose with this spell. You can dismiss this spell by using an action (this action has the concentrate trait).

", "duration": "1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Shapechange", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Shapechange", "targets": "", "traits": "transmutation, polymorph" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Teleport", "pfclass": "arcane", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 1-foot-thick, 60-foot-long, 10-foot-high wall of ice in a straight line (the wall doesn't have to be vertical but it must be anchored on both sides to a solid surface) or a 1-footthick, 10-foot hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must evoke the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.

Each 10-foot-by-10-foot section of the wall has AC 10, TAC 8, and Hardness 13. Each section is immune to cold and water. A section also has weakness to fire 15; a section of the wall broken by fire is completely destroyed immediately, melting and evaporating into water and steam. A section broken or destroyed by means other than fire can be moved through as difficult terrain and deals 2d6 cold damage to anyone passing through it.

Heightened (+2) The Hardness of each section of the wall increases by 4 and the cold damage for crossing a broken or destroyed section increases by 1d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Wall of Ice", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Ice", "targets": "", "traits": "evocation, cold, water" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create a 1-inch-thick, 120-foot-long, and 20-foot-high wall of stone. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, TAC 6, and Hardness 17. A broken section of the wall can be moved through, but rubble created from it is difficult terrain.

Heightened (+2) The Hardness of each section of the wall increases by 5.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Wall of Stone", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Wall of Stone", "targets": "", "traits": "conjuration, earth" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the target's worst fears. Only the targets can see their assailants. For each target, the effects of the weird are based on the target's Will saving throw.

Success Unaffected.

Failure The target takes 21d6 mental damage and is frightened 2.

Critical Failure The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. On a successful Fortitude save, the target still takes the effects of Failure above and is fleeing until the end of its next turn. If if fails, it is reduced to 0 Hit Points and dies.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Weird", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Weird", "targets": "any number of creatures", "traits": "illusion, emotion, mental, death, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, you deal acid damage equal to 2d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage. On a critical hit, double the damage, but not the persistent damage.

Heightened (+2) 1d8 extra damage and 1d6 extra persistent damage.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Acid Arrow", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Acid Arrow", "targets": "one creature or object", "traits": "acid, attack, evocation" }, { "area": "15-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Gouts of flame rush from your hands. You deal 3d6 fire damage to creatures in the area; they must each attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage. Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Burning Hands", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Burning Hands", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You discharge a powerful bolt of lightning at the target, dealing 9d12 electricity damage unless it succeeds at a Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Targets after the first take 8d12 electricity damage and must attempt a Reflex save. Roll the damage only once and apply it to each target (halving or doubling when necessary).

Success The targets take half damage.

Critical Success The targets are unaffected, and the chain ends.

Failure The targets take full damage

Critical Failure The targets take double damage.

Heightened (+1) The damage to all targets increases by 1d12.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Chain Lightning", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Chain Lightning", "targets": "one creature, plus any number of additional creatures", "traits": "evocation, electricity" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You conjure a moving bank of poisonous fog. This functions as
obscuring mist, except the area moves 10 feet away from you each
round. You deal 7d6 poison damage to each breathing creature
that starts its turn in the spell's area; each creature must attempt
a Fortitude save.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Cloudkill", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Cloudkill", "targets": "", "traits": "poison, death, necromancy" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Collective Transposition", "pfclass": "arcane", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "teleportation, conjuration" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Icy cold rushes forth from your hands. You deal 14d6 cold damage to creatures in the area; they must each attempt a Reflex save. When Casting this Spell, you can add a Material Casting action to include a small crystal or icicle. If you do, increase the area to a 60-foot cone.

Success The creature takes half damage.

Critical Success The creature takes no damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Cone of Cold", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Cone of Cold", "targets": "", "traits": "evocation, cold" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You prepare a spell to trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than three actions. You must pay any appropriate costs for the spell. This companion spell must be one that can affect you. You must make any decisions for the spell when you set the contingency, such as choosing damage type for resist energy.

During the casting, choose a trigger under which the spell will be cast, using the same restrictions as the trigger for a readied action. You can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would normally affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency, the newer one supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

", "duration": "24 hours", "level": 10, "material_costs": "", "name": "Contingency", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Contingency", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th; 60 gp for 5th; 120 gp for 6th; 270 gp for 7th; 540 gp for 8th; 1,350 gp for 9th; and 3,350 gp for 10th.

", "duration": "unlimited", "level": 10, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "evocation, light" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a green ray at your target. Make a ranged touch attack. You deal 16d10 damage and the target must attempt a Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to fine powder; gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it's an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.

Success The target takes half damage.

Failure The target takes full damage.

Critical Failure The target takes double damage

Heightened (+1) The damage increases by 2d10.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Disintegrate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Disintegrate", "targets": "one creature or unattended object", "traits": "evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Duplicate Foe", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "60-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shake the ground, topple creatures, and shatter structures.

Success The creature takes Half collapse damage and falls prone.

Critical Success Half collapse damage.

Failure Full collapse damage and falls prone.

Critical Failure Full collapse damage and falls into a fissure.

The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

", "duration": "1 round", "level": 10, "material_costs": "", "name": "Earthquake", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Earthquake", "targets": "", "traits": "earth, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+2) The temporary Hit Points increase by 6.

", "duration": "1 day", "level": 10, "material_costs": "", "name": "False Life", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wreathe yourself in flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5 and the fire damage increases by 1d6.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Fire Shield", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "evocation", "short_description": "Fire Shield", "targets": "", "traits": "fire, evocation" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A burst of fire explodes, dealing 8d6 fire damage; creatures in the area must attempt a Reflex save.

Success The creature takes half damage.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Fireball", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Fireball", "targets": "", "traits": "fire, evocation" }, { "area": "one 5-ft square\t\t", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a sphere of flame in a square within range. The sphere deals 4d6 fire damage to each creature in the sphere's square; each creature must attempt a Reflex save. Once per round when you Concentrate on this Spell, you can direct the sphere to roll to a spot within range and deal 3d6 fire damage; each creature in that square must attempt a Reflex save. You can't Concentrate on the Spell to move the sphere during the round you create it.

Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure The creature takes double damage.

Heightened (+1) The damage increases by 1d6.

", "duration": "concentration or until dismissed (see below)", "level": 10, "material_costs": "", "name": "Flaming Sphere", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Flaming Sphere", "targets": "", "traits": "fire, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You tear open a rift to another plane, creating a portal that creatures can use to travel both ways for the duration. This portal is vertical and circular, with a radius of 40 feet. The gate appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of deity or another powerful being, that being can prevent the gate from forming.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Gate", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Gate", "targets": "concentration, up to 1 minute", "traits": "teleportation, conjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Black shadows curl out from your fingertips and race through the air, taking the form of ephemeral vines spiked with thorns. You deal 3d4 negative damage and 1 persistent bleed damage to living creature in the line, depending on their Fortitude saves.

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

Heightened (+1) The negative damage increases by 2d4 and the persistent bleed damage increases by 1.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Grim Tendrils", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You pull the moisture from the targets' bodies, dealing 12d10 negative damage. Each target must attempt a Fortitude save to avoid withering in this fashion. Creatures made of water (such as water elementals) and plant creatures automatically treat their outcomes as one degree of success worse. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d10.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Horrid Wilting", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Horrid Wilting", "targets": "any number of living creatures", "traits": "necromancy, negative" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create an illusory image of a Huge or smaller creature. It makes appropriate sounds, generates normal smells, and feels right to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to convincingly mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion counts as a creature for flanking. It uses your spell roll for attack rolls and saving throws and your spell DC for its AC. If the image is hit by an attack or fails a save, the spell is dismissed. The creature has two actions per turn, which it takes when you Concentrate on the Spell.

The illusion can't directly affect the physical world, though its attacks can cause damage by making the target believe they're real. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u00e2\u20ac\u201dfor example, if a Large dragon dealt only 5 damage\u00e2\u20ac\u201d the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not suppress regeneration or trigger other effects that require a certain damage type.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. The GM should track illusory damage dealt by the illusion.

Heightened (+1) The damage of the image's Strikes increases by 1d4 and the maximum size of creature you

", "duration": "concentration", "level": 10, "material_costs": "", "name": "Illusory Creature", "pfclass": "arcane", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You crush the target by causing it to collapse in on itself, dealing 100 damage. The target must attempt a Fortitude save. Each time you Concentrate on the Spell, you must choose a new target to be subject to the same effect. You can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or that otherwise lacks a solid form.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 10.

", "duration": "concentration, up to 1 minute", "level": 10, "material_costs": "", "name": "Implosion", "pfclass": "arcane", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Implosion", "targets": "one corporeal creature", "traits": "evocation" }, { "area": "60-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area must attempt a Reflex save to avoid taking 5d12 electricity damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d12.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Lightning Bolt", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Lightning Bolt", "targets": "", "traits": "evocation, electricity" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (2nd) The bonus increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (4th) The bonus increases to +3, and you gain a +2 item bonus to saving throws.

Heightened (6th) The bonus increases to +4, and you gain a +3 item bonus to saving throws.

Heightened (8th) The bonus increases to +5, and you gain a +4 item bonus to saving throws.

Heightened (10th) The bonus increases to +6, and you gain a +5 item bonus to saving throws.

", "duration": "1 day", "level": 10, "material_costs": "", "name": "Mage Armor", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.

Heightened (+2) You shoot one additional missile with each action you spend.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Magic Missile", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "evocation, force" }, { "area": "four 40-foot bursts", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You call down four blazing meteors that explode. Each meteor deals 4d10 bludgeoning damage to any creatures in the 10-foot burst at the center of each area of effect; the meteor then explodes, dealing 19d6 fire damage to any creatures in each 40-foot burst. The meteors' central 10-foot bursts can't overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it's caught in. Each creature in the area can attempt a Reflex saving throw, which applies to both types of damage.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The fire damage increases by 1d6 and the bludgeoning damage by 1d10.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Meteor Swarm", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Reflex", "school": "evocation", "short_description": "Meteor Swarm", "targets": "", "traits": "fire, evocation" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

Heightened (+1) The damage increases by 2d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "arcane", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "illusion, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will saving throw.

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target takes 11d6 mental damage and is frightened 2.

Critical Failure The target is so afraid it might instantly die. It must attempt a Fortitude saving throw; if the target fails, it is reduced to 0 Hit Points and dies. On a successful Fortitude save, the target still takes 16d6 mental damage, is fleeing until the end of its next turn, and is frightened 4.

Heightened (+1) The damage on a failure increases by 2d6 and on a critical failure by 3d6.

", "duration": "one living creature", "level": 10, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "arcane", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "illusion, emotion, death, mental, fear" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill its target to the bones. You must succeed at a ranged touch attack to affect the target, which then takes 13d8 cold damage and is drained 2.

Heightened (+1) The damage increases by 2d8.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Polar Ray", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Polar Ray", "targets": "one creature or object", "traits": "evocation, cold" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target blinded upon hearing it. Once targeted, the target is bolstered against all castings of power word blind. The effect of the spell depends on the target's level.

12th or Lower Blinded permanently.

13th\u201314th Blinded for 1d4 minutes.

15th or Higher Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 10, "material_costs": "", "name": "Power Word Blind", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Blind", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that potentially kills the target upon hearing it. Once targeted, the target is bolstered against all castings of power word kill. The effect of the spell depends on the target's level.

14th or Lower The target dies instantly.

15th If the target had 65 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and gains dying 1 or increases its dying condition by 1 if it's already dying.

16th or Higher The target takes 65 damage; if this brings the target to 0 Hit Points, the target dies instantly.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 10, "material_costs": "", "name": "Power Word Kill", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Kill", "targets": "one creature", "traits": "enchantment, auditory, death, mental" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You utter a word of power that can make the target stunned upon hearing it. Once targeted, the target is bolstered against all castings of power word stun. The effect of the spell depends on the target's level.

13th or Lower Stunned for 1d6 rounds.

14th\u201315th Stunned for 1 round.

16th or Higher Slowed 1 for 1 round instead of stunned.

Heightened (+1) The levels at which each outcome applies increase by 2.

", "duration": "varies", "level": 10, "material_costs": "", "name": "Power Word Stun", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "enchantment", "short_description": "Power Word Stun", "targets": "one creature", "traits": "enchantment, auditory, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

On a hit, the target takes electricity damage equal to 1d12 plus your spellcasting ability modifier. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp and the target takes 1d6 persistent electricity damage on a hit. On a critical hit, double the damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12 and the persistent electricity damage increases by 1.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Shocking Grasp", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Shocking Grasp", "targets": "one creature", "traits": "attack, electricity, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.

Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Summon Monster", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Teleport", "pfclass": "arcane", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You temporarily stop time for everything but you, allowing you to use an incredible number of actions in a short period of time. Immediately after casting time stop, you can use up to 9 actions in three sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you had created an effect whose duration extends past the end of the spell, such as a wall of fire, it immediately affects others again as normal, though it doesn't have any of the effects that normally happen when you first cast the spell.

", "duration": "9 actions", "level": 10, "material_costs": "", "name": "Time Stop", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Time Stop", "targets": "", "traits": "transmutation" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "arcane", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "necromancy, negative, death" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 1d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Vampiric Touch", "pfclass": "arcane", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "necromancy, negative, death, attack" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You create either a 5-foot-thick, 60-foot-long, 10-foot-high wall of flame in a straight line or a 5-foot-thick, 10-foot-radius ring of flame. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature crossing the wall or occupying the wall's area at the start of its turn takes 4d6 fire damage.

Heightened (+1) The fire damage increases by 1d6.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Wall of Fire", "pfclass": "arcane", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Fire", "targets": "", "traits": "evocation, fire" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Wall of Force", "pfclass": "arcane", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "evocation, force" }, { "area": "30-foot cone or 10-foor aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your Somatic Casting action for this spell is a swing with one weapon you're holding that you're trained with, so you can use the Somatic Casting action even if you don't have a hand free. The weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an aura, dealing five dice of damage to creatures in the area. This damage has the same type as the chosen weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die. Each creature in the area must attempt a Reflex save.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage, plus the weapon's critical specialization effect.

Heightened (+1) Add another damage die.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Weapon Storm", "pfclass": "arcane", "range": "personal", "saving_throw": "Reflex", "school": "evocation", "short_description": "Weapon Storm", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You pronounce a wish, making your greatest desire come true. A wish spell can produce any one of the following effects.

The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Wish", "pfclass": "arcane", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Wish", "targets": "", "traits": "divination" } ]