[ { "targets" : "one humanoid creature of CR 3 or lower", "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "area" : null, "description_formated" : "

This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell it is immune to it for 1 minute.

", "short_description" : "Humanoid creature of CR 3 or lower is dazed.", "range" : "close", "components" : " ", "level" : "0", "effect" : null, "saving_throw" : "Will negates", "name" : "Daze", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 round", "school" : "enchantment" }, { "targets" : "one creature or object", "area" : null, "description_formated" : "

You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check.

", "pfclass" : "mystic", "descriptor" : null, "components" : " ", "level" : "0", "name" : "Detect Affliction", "effect" : null, "saving_throw" : "none", "short_description" : "Determine whether a creature or object has been poisoned is diseased is cursed or is suffering a similar affliction.", "range" : "close", "school" : "divination", "duration" : "instantaneous", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action" }, { "school" : "divination", "duration" : "concentration up to 1 minute/level", "spell_resistence" : "no", "casting_time" : "1 standard action", "name" : "Detect Magic", "effect" : null, "saving_throw" : "none", "components" : " ", "level" : "0", "range" : "60 ft.", "short_description" : "Detect spells and magic items within 60 feet.", "area" : "cone-shaped emanation", "description_formated" : "

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can't detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can't determine if there are magic sources in areas you can't see, or if there was a magic source in an area at one time but that has since expired.

\r\n", "descriptor" : null, "pfclass" : "mystic", "targets" : null }, { "targets" : "one creature", "description_formated" : "

You make a melee attack against a single target's EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn't provoke attacks of opportunity.\r\n

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "components" : " ", "level" : "0", "name" : "Fatigue", "effect" : null, "saving_throw" : "Fortitude negates", "short_description" : "Touched creature is fatigued.", "range" : "touch", "school" : "necromancy", "duration" : "1 round/level", "spell_resistence" : "yes", "casting_time" : "1 standard action" }, { "range" : "close", "short_description" : "Create minor illusory sounds.", "name" : "Ghost Sound", "saving_throw" : "Will disbelief", "effect" : "illusory sounds", "components" : " ", "level" : "0", "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "illusion", "duration" : "1 round/level", "targets" : null, "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "

You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound's basic character.

\r\n

The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can't make specific sounds such as intelligible speech or the exact hum of a particular starship's engines.

\r\n" }, { "spell_resistence" : "no", "casting_time" : "1 minute", "school" : "necromancy", "duration" : "1 round", "short_description" : "Force a corpse to babble.", "range" : "touch", "components" : " ", "level" : "0", "name" : "Grave Words", "saving_throw" : "none", "effect" : null, "pfclass" : "mystic", "descriptor" : "language-dependent", "description_formated" : "

You can force a touched corpse talk to you, but you can't ask it specific questions or communicate with it at all. The corpse utters random sentences for 1 round, with a 10% chance this information is of some use to you. Useful information might include warnings about dangers in a wrecked starship, the password to unlock a computer, or the name of a supernatural creature seeking you or your allies. The GM makes the d% roll in secret and decides what information, useful or not, the corpse spews out in its babbling.

\r\n

Once a corpse has been subjected to grave words by any caster, any new attempt to cast grave words on that corpse fails. A corpse must have a mouth or means to speak in order for this spell to function, and the spell doesn't affect a corpse that has been turned into an undead creature.

\r\n", "area" : null, "targets" : "one dead creature" }, { "area" : null, "description_formated" : "

You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. You can't perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.\r\n

", "pfclass" : "mystic", "descriptor" : null, "targets" : "one unattended object of no more than 10 lbs. or 1 bulk", "duration" : "concentration", "school" : "transmutation", "casting_time" : "1 standard action", "spell_resistence" : "no", "components" : " ", "level" : "0", "effect" : null, "saving_throw" : "none", "name" : "Psychokinetic Hand", "short_description" : "Telekinetically move an object of 1 bulk or less.", "range" : "close" }, { "duration" : "instantaneous", "school" : "conjuration", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "components" : " ", "level" : "0", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Stabilize", "short_description" : "Cause a dying creature to stabilize.", "range" : "close", "description_formated" : "

If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable.

", "area" : null, "pfclass" : "mystic", "descriptor" : "healing", "targets" : "one living creature" }, { "pfclass" : "mystic", "descriptor" : null, "description_formated" : "

You fling an object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn't change the damage type or any other properties of the attack.

", "area" : null, "targets" : "one object and one creature", "casting_time" : "1 standard action", "spell_resistence" : "no", "duration" : "instantaneous", "school" : "evocation", "short_description" : "Telekinetically hurl an object dealing 1d6 damage to the target and object.", "range" : "close", "level" : "0", "components" : " ", "effect" : null, "saving_throw" : "none", "name" : "Telekinetic Projectile" }, { "descriptor" : "language-dependent, mind-affecting", "pfclass" : "mystic", "description_formated" : "

You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.

", "area" : null, "targets" : "up to one creature/level", "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "divination", "duration" : "10 minutes/level", "range" : "medium", "short_description" : "Send a short telepathic message and hear simple telepathic replies.", "name" : "Telepathic Message", "saving_throw" : "none", "effect" : null, "components" : " ", "level" : "0" }, { "targets" : "see text", "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, token spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can't be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius.

\r\n

Token spell lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour.

\r\n", "short_description" : "Perform simple magical effects.", "range" : "10 ft.", "level" : "0", "components" : " ", "saving_throw" : "none", "effect" : null, "name" : "Token Spell", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 hour", "school" : "transmutation" }, { "targets" : "one humanoid creature", "area" : null, "description_formated" : "

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.

\r\n

The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature's language to communicate your suggestions, or else be good at pantomiming.

\r\n", "pfclass" : "mystic", "descriptor" : "charm, mind-affecting", "components" : " ", "level" : "1", "effect" : null, "saving_throw" : "Will negates", "name" : "Charm Person", "short_description" : "Make one humanoid creature believe that it is your ally.", "range" : "close", "duration" : "1 hour/level", "school" : "enchantment", "casting_time" : "1 standard action", "spell_resistence" : "yes" }, { "name" : "Command", "saving_throw" : "Will negates", "effect" : null, "level" : "1", "components" : " ", "range" : "close", "short_description" : "One creature obeys a select command for 1 round.", "school" : "enchantment", "duration" : "1 round", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one living creature", "area" : null, "description_formated" : "

You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can't carry out your command on its next turn, the spell automatically fails.

\r\n

Approach: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal.

\r\n

Drop: The target drops whatever it is holding. It can't pick up any dropped item until its next turn.

\r\n

Fall: The target falls to the ground and remains prone for 1 round. It can otherwise act normally.

\r\n

Flee: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal.

\r\n

Halt: The target is dazed for 1 round.

\r\n", "descriptor" : "compulsion, language-dependent, mind-affecting", "pfclass" : "mystic" }, { "targets" : "one living creature", "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "area" : null, "description_formated" : "This spell causes a single creature to become confused (as per the confusion spell) for 1 round.", "short_description" : "One living creature is confused for 1 round.", "range" : "close", "components" : " ", "level" : "1", "name" : "Confusion, Lesser", "effect" : null, "saving_throw" : "Will negates", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "1 round" }, { "targets" : null, "area" : "120-ft. spherical emanation, centered on you", "description_formated" : "

You detect radiation in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell's area each round without taking an action (see Radiation on page 403 for more details). The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

", "descriptor" : null, "pfclass" : "mystic", "effect" : null, "saving_throw" : "none", "name" : "Detect Radiation", "level" : "1", "components" : " ", "range" : "120 ft.", "short_description" : "Detect radiation within 120 feet.", "duration" : "10 minutes/level", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : "no" }, { "description_formated" : "

You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target.

\r\n

1st Round: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of -5) or higher.

\r\n

2nd Round: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn't let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

\r\n

3rd Round: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of -4 or lower) have simple, instinctual thoughts.

\r\n

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.

\r\n", "area" : "cone-shaped emanation", "descriptor" : "mind-affecting", "pfclass" : "mystic", "targets" : null, "duration" : "concentration up to 1 minute/level", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : "no", "effect" : null, "saving_throw" : "Will negates; see text", "name" : "Detect Thoughts", "level" : "1", "components" : " ", "range" : "60 ft.", "short_description" : "Listen to surface thoughts." }, { "targets" : null, "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can't change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender.

\r\n

The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion.

\r\n", "short_description" : "Change your appearance.", "range" : "personal", "level" : "1", "components" : " ", "name" : "Disguise Self", "saving_throw" : null, "effect" : null, "spell_resistence" : null, "casting_time" : "1 standard action", "school" : "illusion", "duration" : "10 minutes/level" }, { "saving_throw" : "none", "effect" : null, "name" : "Identify", "level" : "1", "components" : " ", "range" : "5 ft.", "short_description" : "Gain a +10 bonus to identify items of a magic or technological nature.", "duration" : "1 round/level", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : "no", "targets" : "one magic or technological object", "area" : null, "description_formated" : "

This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts.

\r\n", "descriptor" : null, "pfclass" : "mystic" }, { "description_formated" : "

The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell.

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "targets" : "one creature", "school" : "transmutation", "duration" : "1 minute/level", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "level" : "1", "components" : " ", "name" : "Keen Senses", "saving_throw" : "Will negates (harmless)", "effect" : null, "short_description" : "Target gains low-light vision and a +2 bonus to Perception checks.", "range" : "touch" }, { "short_description" : "Encase targeted creatures with a shell of tolerable atmosphere.", "range" : "medium", "level" : "1", "components" : " ", "name" : "Life Bubble", "saving_throw" : "Will negates (harmless)", "effect" : null, "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "abjuration", "duration" : "1 day/level", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "pfclass" : "mystic", "descriptor" : null, "description_formated" : "

You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures.

\r\n

Life bubble doesn't provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn't provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater).

\r\n", "area" : null }, { "descriptor" : "mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn't language dependent.\r\n

", "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "instantaneous", "school" : "divination", "range" : "touch", "short_description" : "Instantly and telepathically communicate information to a creature.", "effect" : null, "saving_throw" : "Will negates (harmless)", "name" : "Mind Link", "components" : " ", "level" : "1" }, { "duration" : "10 minutes/level or until dismissed; see text", "school" : "abjuration", "casting_time" : "1 standard action", "spell_resistence" : null, "effect" : null, "saving_throw" : null, "name" : "Reflecting Armor", "level" : "1", "components" : " ", "range" : "personal", "short_description" : "Sheath of mystical force can reflect damage back on foe.", "area" : null, "description_formated" : "

You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell's duration, when you take Hit Point damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage.\r\n

", "descriptor" : "force", "pfclass" : "mystic", "targets" : null }, { "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous", "short_description" : "Remove one minor harmful condition affecting a creature.", "range" : "touch", "components" : " ", "level" : "1", "name" : "Remove Condition, Lesser", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "pfclass" : "mystic", "descriptor" : "healing", "description_formated" : "

You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. Lesser remove condition also doesn't cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell's duration is instantaneous, it does not prevent the target from gaining the condition again.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "area" : null, "targets" : "one creature" }, { "effect" : null, "saving_throw" : "Will negates (harmless)", "name" : "Share Language", "level" : "1", "components" : " ", "range" : "touch", "short_description" : "Target understands chosen languages.", "duration" : "24 hours", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "targets" : "one creature", "area" : null, "description_formated" : "

For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn't change the physical nature of the creature (if it lacks a means of speech, it still can't talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell.

", "descriptor" : null, "pfclass" : "mystic" }, { "descriptor" : "creation", "pfclass" : "mystic", "description_formated" : "

You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can't be damaged in combat, though it can be dispelled as normal.

\r\n

In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).

", "area" : null, "targets" : null, "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "1 round/level", "range" : "close", "short_description" : "Create wisp of energy that shines light and distracts an enemy.", "name" : "Wisp Ally", "effect" : "one distracting, glowing servant", "saving_throw" : "none", "components" : " ", "level" : "1" }, { "targets" : "see text", "descriptor" : "emotion, fear, mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

\r\n

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.

\r\n

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

\r\n

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

\r\n

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

", "range" : "see text", "short_description" : "Frighten a single living creature that's of CR 4 or lower for 1d4 rounds.", "name" : "Fear", "saving_throw" : "Will partial", "effect" : null, "level" : "1", "components" : " ", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "see text" }, { "components" : " ", "level" : 2, "saving_throw" : "Will partial", "effect" : null, "name" : "Fear", "short_description" : "Frighten a single living creature that's of CR 4 or lower for 1d4 rounds.", "range" : "see text", "duration" : "see text", "school" : "enchantment", "casting_time" : "1 standard action", "spell_resistence" : "yes", "targets" : "see text", "area" : null, "description_formated" : "

With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

\r\n

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.

\r\n

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

\r\n

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

\r\n

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

", "pfclass" : "mystic", "descriptor" : "emotion, fear, mind-affecting" }, { "targets" : "see text", "area" : null, "description_formated" : "

With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

\r\n

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.

\r\n

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

\r\n

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

\r\n

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

", "descriptor" : "emotion, fear, mind-affecting", "pfclass" : "mystic", "effect" : null, "saving_throw" : "Will partial", "name" : "Fear", "components" : " ", "level" : 3, "range" : "see text", "short_description" : "Frighten a single living creature that's of CR 4 or lower for 1d4 rounds.", "duration" : "see text", "school" : "enchantment", "casting_time" : "1 standard action", "spell_resistence" : "yes" }, { "name" : "Fear", "effect" : null, "saving_throw" : "Will partial", "components" : " ", "level" : 4, "range" : "see text", "short_description" : "Frighten a single living creature that's of CR 4 or lower for 1d4 rounds.", "school" : "enchantment", "duration" : "see text", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "see text", "area" : null, "description_formated" : "

With a single mental nudge, you can unlock one or more targets' deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round.

\r\n

1st: When you cast fear as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds.

\r\n

2nd: When you cast fear as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute.

\r\n

3rd: When you cast fear as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

\r\n

4th: When you cast fear as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering.

", "descriptor" : "emotion, fear, mind-affecting", "pfclass" : "mystic" }, { "pfclass" : "mystic", "descriptor" : "mind-affecting", "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "area" : null, "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "divination", "short_description" : "Mentally deal 2d10 damage to one target.", "range" : "close", "components" : " ", "level" : "1", "effect" : null, "saving_throw" : "Will half", "name" : "Mind Thrust" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "divination", "duration" : "instantaneous", "range" : "close", "short_description" : "Mentally deal 2d10 damage to one target.", "name" : "Mind Thrust", "effect" : null, "saving_throw" : "Will half", "components" : " ", "level" : 2, "descriptor" : "mind-affecting", "pfclass" : "mystic", "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "area" : null, "targets" : "one creature" }, { "targets" : "one creature", "descriptor" : "mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "range" : "close", "short_description" : "Mentally deal 2d10 damage to one target.", "name" : "Mind Thrust", "saving_throw" : "Will half", "effect" : null, "level" : 3, "components" : " ", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "divination", "duration" : "instantaneous" }, { "pfclass" : "mystic", "descriptor" : "mind-affecting", "area" : null, "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "divination", "short_description" : "Mentally deal 2d10 damage to one target.", "range" : "close", "components" : " ", "level" : 4, "saving_throw" : "Will half", "effect" : null, "name" : "Mind Thrust" }, { "pfclass" : "mystic", "descriptor" : "mind-affecting", "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "area" : null, "targets" : "one creature", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "divination", "duration" : "instantaneous", "short_description" : "Mentally deal 2d10 damage to one target.", "range" : "close", "level" : 5, "components" : " ", "name" : "Mind Thrust", "saving_throw" : "Will half", "effect" : null }, { "description_formated" : "

You divine the most vulnerable portion of your opponent's mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

\r\n

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

\r\n

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

\r\n

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

\r\n

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

\r\n

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.

\r\n", "area" : null, "descriptor" : "mind-affecting", "pfclass" : "mystic", "targets" : "one creature", "school" : "divination", "duration" : "instantaneous", "spell_resistence" : "yes", "casting_time" : "1 standard action", "name" : "Mind Thrust", "saving_throw" : "Will half", "effect" : null, "level" : 6, "components" : " ", "range" : "close", "short_description" : "Mentally deal 2d10 damage to one target." }, { "descriptor" : "healing", "pfclass" : "mystic", "area" : null, "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "targets" : "one living creature", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "instantaneous", "school" : "conjuration", "range" : "touch", "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature.", "saving_throw" : "Will half (harmless)", "effect" : null, "name" : "Mystic Cure", "components" : " ", "level" : "1" }, { "targets" : "one living creature", "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "area" : null, "pfclass" : "mystic", "descriptor" : "healing", "components" : " ", "level" : 2, "name" : "Mystic Cure", "saving_throw" : "Will half (harmless)", "effect" : null, "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature.", "range" : "touch", "school" : "conjuration", "duration" : "instantaneous", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action" }, { "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "area" : null, "descriptor" : "healing", "pfclass" : "mystic", "targets" : "one living creature", "duration" : "instantaneous", "school" : "conjuration", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "saving_throw" : "Will half (harmless)", "effect" : null, "name" : "Mystic Cure", "level" : 3, "components" : " ", "range" : "touch", "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature." }, { "descriptor" : "healing", "pfclass" : "mystic", "area" : null, "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "targets" : "one living creature", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous", "range" : "touch", "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature.", "name" : "Mystic Cure", "effect" : null, "saving_throw" : "Will half (harmless)", "level" : 4, "components" : " " }, { "descriptor" : "healing", "pfclass" : "mystic", "area" : null, "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "targets" : "one living creature", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous", "range" : "touch", "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature.", "name" : "Mystic Cure", "effect" : null, "saving_throw" : "Will half (harmless)", "components" : " ", "level" : 5 }, { "targets" : "one living creature", "pfclass" : "mystic", "descriptor" : "healing", "description_formated" : "

With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all the target's Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

Mystic cure restores a number of Hit Points to your target depending on the spell's level.

\r\n

1st: 1d8 + your Wisdom modifier

\r\n

2nd: 3d8 + your Wisdom modifier

\r\n

3rd: 5d8 + your Wisdom modifier

\r\n

4th: 7d8 + your Wisdom modifier

\r\n

5th: 9d8 + your Wisdom modifier

\r\n

6th: 11d8 + your Wisdom modifier

\r\n

In addition, unlike most healing, when you cast mystic cure as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can't resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on.

\r\n

Casting this spell doesn't provoke attacks of opportunity.

\r\n", "area" : null, "short_description" : "Restore 1d8 + your Wisdom modifier Hit Points to a living creature.", "range" : "touch", "level" : 6, "components" : " ", "name" : "Mystic Cure", "saving_throw" : "Will half (harmless)", "effect" : null, "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous" }, { "short_description" : "Learn whether an action will be good or bad.", "range" : "personal", "components" : " ", "level" : "2", "name" : "Augury", "effect" : null, "saving_throw" : null, "spell_resistence" : null, "casting_time" : "1 minute", "school" : "divination", "duration" : "instantaneous", "targets" : null, "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

Casting augury can tell you whether a particular action will bring good or bad results for you in the immediate future. Casting this spell takes intense personal focus and requires you to spend 1 Resolve Point.

The chance for successfully receiving a meaningful reply is 75%; this roll is made secretly by the GM. A question may be so straightforward that a successful result is automatic, or it may be so vague as to have no chance of success. If the augury succeeds, you get one of four results.

\r\n\r\n

If the augury isn't successful, you get the \"nothing\" result. A spellcaster who gets the \"nothing\" result has no way to tell whether it was the consequence of a failed or successful augury.

\r\n

The augury can see only about 30 minutes into the future, so anything that might happen beyond that time frame does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action.

Multiple castings of augury by the same creature about the same topic use the same die result as the first casting.

" }, { "descriptor" : "sense-dependent", "pfclass" : "mystic", "description_formated" : "

This spell allows you a degree of control over an undead creature. If the target is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful suggestions, but it might be convinced that something very dangerous is worth doing.

\r\n

An unintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "Come here," "Go there," "Fight," "Stand still," and so on. Unintelligent undead won't resist suicidal or obviously harmful orders.

\r\n

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. You command the undead creature by voice and it understands you, no matter what language you speak.

", "area" : null, "targets" : "one undead creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 day/level", "school" : "necromancy", "range" : "close", "short_description" : "Undead creature obeys your commands.", "saving_throw" : "Will negates; see text", "effect" : null, "name" : "Command Undead", "level" : "2", "components" : " " }, { "targets" : "one creature or camera", "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "

The target gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.

", "range" : "touch", "short_description" : "Grant ability to see 60 feet in total darkness.", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Darkvision", "components" : " ", "level" : "2", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "1 round/level", "school" : "transmutation" }, { "school" : "enchantment", "duration" : "1 round", "spell_resistence" : "yes", "casting_time" : "1 standard action", "level" : "2", "components" : " ", "name" : "Daze Monster", "effect" : null, "saving_throw" : "Will negates", "short_description" : "Target living creature of CR 5 or lower is dazed.", "range" : "medium", "description_formated" : "

This spell functions like daze, but it can affect any one living creature of any type up to CR 5. Creatures of CR 6 or higher are not affected.

", "area" : null, "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "targets" : "one living creature of CR 5 or lower" }, { "descriptor" : "creation", "pfclass" : "mystic", "description_formated" : "

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance) against its attacker. Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target) against their attackers.

\r\n

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

\r\n

This spell doesn't function underwater or in a vacuum.

", "area" : "20-ft.-radius spread", "targets" : null, "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "10 minutes/level", "range" : "medium", "short_description" : "Create a fog that obscures vision.", "name" : "Fog Cloud", "effect" : null, "saving_throw" : "none", "components" : " ", "level" : "2" }, { "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "evocation", "short_description" : "Cone deals 2d6 force damage and bull rushes creatures.", "range" : "30 ft.", "level" : "2", "components" : " ", "saving_throw" : "Reflex partial see text", "effect" : null, "name" : "Force Blast", "pfclass" : "mystic", "descriptor" : "force", "area" : "cone-shaped burst", "description_formated" : "

You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This spell deals 2d6 force damage to each creature in the area unless it succeeds at a Reflex saving throw for half damage.

\r\n

Additionally, the force from this spell effectively attempts to bull rush all creatures in the area. Attempt a single bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. Compare the result to each target's KAC + 8. If you're successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature's KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead.

nstead.

", "targets" : null }, { "descriptor" : "compulsion, mind-affecting", "pfclass" : "mystic", "description_formated" : "

The target becomes paralyzed and freezes in place. It is aware and breathes normally but can't take any physical actions, even speech. A held creature can't cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can't flap its wings and falls. A swimmer can't swim and may drown.\r\n

", "area" : null, "targets" : "one humanoid creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 round/level", "school" : "enchantment", "range" : "medium", "short_description" : "Paralyze one humanoid.", "effect" : null, "saving_throw" : "Will negates see text", "name" : "Hold Person", "components" : " ", "level" : "2" }, { "range" : "medium", "short_description" : "Disc deals 3d6 force damage to one target then ricochets to other targets dealing 2d6 force damage.", "name" : "Hurl Forcedisk", "effect" : null, "saving_throw" : "none", "level" : "2", "components" : " ", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "evocation", "duration" : "instantaneous", "targets" : "up to five creatures; see text", "descriptor" : "force", "pfclass" : "mystic", "description_formated" : "

You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a ranged attack against its EAC. If the attack hits, the disk deals 3d6 force damage. The disk then ricochets to hit up to four more creatures of your choice, each no more than 15 feet from the last target. Make a ranged attack against each successive target's EAC in turn; the disk deals 2d6 force damage to each secondary target struck (this damage is rolled separately for each target). The disk continues to ricochet in this way until it has attempted to strike five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell.

\r\n

The forcedisk is subject to spell resistance, so you must attempt a caster level check (1d20 + your caster level) against each target with spell resistance before determining whether the target might take damage. If you fail this check, the spell ends.

\r\n

The exact shape of the forcedisk is superficially changeable; as part of casting this spell, a spellcaster can decide to make it shaped differently from a traditional disk. For example, using this spell to create a starknife made of force is popular among Desna's followers. The spell still deals the amount of damage described above regardless of the disk's shape.

\r\n", "area" : null }, { "name" : "Inflict Pain", "saving_throw" : "Will partial see text", "effect" : null, "components" : " ", "level" : "2", "range" : "close", "short_description" : "Wracking pain imposes -2 penalty to ability checks attack rolls and skill checks on one target.", "school" : "enchantment", "duration" : "1 round/level", "spell_resistence" : "yes", "casting_time" : "1 standard action", "targets" : "one creature", "description_formated" : "

You telepathically rack the target's mind and body with agonizing pain that imposes a –2 penalty to ability checks attack rolls and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.

", "area" : null, "descriptor" : "mind-affecting, pain", "pfclass" : "mystic" }, { "level" : "2", "components" : " ", "name" : "Remove Condition", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Remove one moderate harmful condition affecting a creature.", "range" : "touch", "school" : "conjuration", "duration" : "instantaneous", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "one creature", "description_formated" : "

This spell functions in the same way as lesser remove condition, except you remove any one of the following conditions affecting the target: frightened, nauseated, shaken, sickened, or staggered.

", "area" : null, "pfclass" : "mystic", "descriptor" : "healing" }, { "targets" : "one creature", "pfclass" : "mystic", "descriptor" : "healing", "description_formated" : "

Lesser restoration dispels any magical effects reducing one of the target's ability scores, or it heals 1d4 temporary ability damage to one of the target's ability scores. It also eliminates any fatigue suffered by the creature or improves an exhausted condition to fatigued, but it doesn't remove any underlying source of fatigue or exhaustion. It also doesn't heal permanent ability drain. A target that has benefited from the removal of fatigue or the reduction of exhaustion from lesser restoration can't benefit from either effect again for 24 hours.

", "area" : null, "short_description" : "Dispel magical ability penalty or cure 1d4 ability damage.", "range" : "touch", "level" : "2", "components" : " ", "effect" : null, "saving_throw" : "Will negates (harmless)", "name" : "Restoration, Lesser", "casting_time" : "3 rounds", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "conjuration" }, { "duration" : "10 minutes/level", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : null, "saving_throw" : null, "effect" : null, "name" : "See Invisibility", "level" : "2", "components" : " ", "range" : "personal", "short_description" : "See invisible creatures or objects.", "description_formated" : "

You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures.

\r\n

The spell doesn't reveal the method used to obtain invisibility, doesn't reveal illusions or enable you to see through opaque objects, and doesn't reveal creatures that are simply concealed, hiding, or otherwise hard to see.

", "area" : null, "descriptor" : null, "pfclass" : "mystic", "targets" : null }, { "name" : "Shield Other", "effect" : null, "saving_throw" : "Will negates (harmless)", "level" : "2", "components" : " ", "range" : "close", "short_description" : "You take half of the target's Hit Point damage.", "school" : "abjuration", "duration" : "1 hour/level", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "one creature", "description_formated" : "

This spell wards the target and creates a mystic connection between you and the target so that some of its wounds are transferred to you. Casting this spell requires you to spend 1 Resolve Point. The target takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal Hit Point damage, and you take the amount of damage not taken by the target. Only Hit Point damage is transferred in this manner; the target's Stamina Points are damaged as normal. If you still have Stamina Points, you take the damage to your Stamina Points before Hit Points, as with normal damage.

\r\n

Forms of harm that do not involve Hit Points, such as charm effects, temporary ability damage, ability drain, permanent negative levels, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the target and you, but damage already split is not reassigned to the target. If you and the target of the spell move out of range of each other, the spell ends.

", "area" : null, "descriptor" : null, "pfclass" : "mystic" }, { "targets" : "one creature", "description_formated" : "

The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to Athletics checks to climb granted by that climb speed); furthermore, it doesn't need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can't use the run action while climbing.\r\n

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "components" : " ", "level" : "2", "effect" : null, "saving_throw" : "Will negates (harmless)", "name" : "Spider Climb", "short_description" : "Grant ability to walk on walls and ceilings.", "range" : "touch", "duration" : "10 minutes/level", "school" : "transmutation", "casting_time" : "1 standard action", "spell_resistence" : "yes" }, { "pfclass" : "mystic", "descriptor" : null, "description_formated" : "

When you need to keep track of comrades who get separated, status allows you to mentally monitor their relative positions and general conditions. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a target leaves the plane (including via Drift travel) or dies, the spell ceases to function for that creature.

", "area" : null, "targets" : "up to one living creature touched/3 levels", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "1 hour/level", "school" : "divination", "short_description" : "Monitor condition and position of allies.", "range" : "touch", "level" : "2", "components" : " ", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Status" }, { "targets" : null, "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "description_formated" : "

Creatures within the emanation area can't speak any deliberate and intentional lies. Each potentially affected creature can attempt a Will saving throw to avoid the effect when the spell is cast or when that creature first enters the emanation area. Affected creatures are aware of this enchantment, and they can therefore avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

", "area" : "20-ft.-radius emanation", "short_description" : "Creatures within range can't lie.", "range" : "close", "level" : "2", "components" : " ", "effect" : null, "saving_throw" : "Will negates", "name" : "Zone of Truth", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 minute/level", "school" : "enchantment" }, { "short_description" : "Target takes -4 penalty to attack rolls saves and checks or 50% chance of not acting on each of its turns.", "range" : "touch", "components" : " ", "level" : "3", "name" : "Bestow Curse", "effect" : null, "saving_throw" : "Will negates", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "necromancy", "duration" : "permanent", "targets" : "one creature", "pfclass" : "mystic", "descriptor" : "curse", "description_formated" : "

You place a terrible curse on the target, stealing either its overall competency or its ability to think and act on its feet. Choose one of the following.

\r\n\r\n

You can also invent your own curse (see Afflictions on page 414 for a few ideas), but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, miracle, remove affliction, or wish spell.

\r\n

Casting this spell doesn't provoke attacks of opportunity. Bestow curse counters remove affliction.

\r\n", "area" : null }, { "pfclass" : "mystic", "descriptor" : "charm, mind-affecting", "description_formated" : "

This spell functions like charm person, except the effect is not restricted by creature type.

", "area" : null, "targets" : "one living creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 day/level", "school" : "enchantment", "short_description" : "Make one creature believe it is your ally for (CASTERLEVEL) days.", "range" : "close", "components" : " ", "level" : "3", "effect" : null, "saving_throw" : "Will negates", "name" : "Charm Monster" }, { "description_formated" : "

You create an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect to create this sensor in a specific spot within range, but the locale must be either a place that's familiar to you or an obvious location, such as inside a cave whose entrance you can see.

\r\n

The sensor doesn't move, but you can rotate it in all directions to view the area as desired. This spell functions only on the plane of existence you are currently occupying.

", "area" : null, "pfclass" : "mystic", "descriptor" : "scrying", "targets" : null, "duration" : "1 minute/level", "school" : "divination", "casting_time" : "10 minutes", "spell_resistence" : "no", "level" : "3", "components" : " ", "effect" : "magical sensor", "saving_throw" : "none", "name" : "Clairaudience/Clairvoyance", "short_description" : "Hear or see at a distance for (CASTERLEVEL) minutes.", "range" : "long" }, { "components" : " ", "level" : "3", "effect" : null, "saving_throw" : "Will negates", "name" : "Deep Slumber", "short_description" : "Put a number of creatures whose CRs total 8 or less to sleep.", "range" : "close", "duration" : "1 minute/level", "school" : "enchantment", "casting_time" : "1 round", "spell_resistence" : "yes", "targets" : null, "area" : "one or more living creatures with a total CR of 8 or lower all within a 10-ft.-radius burst", "description_formated" : "

This spell causes living creatures in the area to fall into a magical sleep, gaining the asleep condition (except normal noise doesn't wake up the sleeping creatures). Creatures with the lowest CR are affected first. Among creatures of equal CR, those who are closest to the spell's point of origin are affected first. Deep slumber doesn't affect unconscious creatures, constructs, or undead creatures.

", "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting" }, { "descriptor" : null, "pfclass" : "mystic", "description_formated" : "

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled.

\r\n

You choose to use dispel magic in one of two ways: as a targeted dispel or as a counter.

\r\n

Targeted Dispel: One creature, object, or spell is the target of the dispel magic spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as zone of truth). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as "that burning wall" or "the spell that's giving him those duplicates"). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell's caster level. If you succeed, the spell ends. If you don't specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.

\r\n

If you target a force, an object, or a creature that is the effect of an ongoing spell (such as unseen servant), you attempt a dispel check to end the spell that conjured the object or creature.

\r\n

If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item's nonmagical physical properties are unchanged: a suppressed holy laser pistol is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this.

\r\n

You can choose to automatically succeed at your dispel check against any spell you have cast.

\r\n

Counter: You can use the energy of dispel magic to disrupt the casting of other spells. First, select an opponent and take the ready action (see page 249) to cast dispel magic when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast dispel magic and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster's spell. The DC is equal to 11 + the other spellcaster's caster level. If the check is successful and the target is in range, the spell fails and has no result.

\r\n", "area" : null, "targets" : "one creature, object, spell, or spellcaster", "casting_time" : "1 standard action", "spell_resistence" : "no", "duration" : "instantaneous", "school" : "abjuration", "range" : "medium", "short_description" : "Cancel one magical spell or effect.", "effect" : null, "saving_throw" : "none", "name" : "Dispel Magic", "components" : " ", "level" : "3" }, { "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "area" : null, "description_formated" : "

The targeted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time.

\r\n

All of the hasted creature's modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste counters and negates slow.

\r\n", "descriptor" : null, "pfclass" : "mystic", "effect" : null, "saving_throw" : "Fortitude negates (harmless)", "name" : "Haste", "components" : " ", "level" : "3", "range" : "close", "short_description" : "(CASTERLEVEL) creatures move and act faster.", "duration" : "1 round/level", "school" : "transmutation", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)" }, { "targets" : "one living or deceased sentient creature; see text", "description_formated" : "

You reach into the target's mind, extract a specific memory, and project that memory into a small hologram that plays in front of you and is visible to all creatures who can see it. The hologram memory can be no longer than 1 minute; if the extracted memory is longer than this, the hologram simply ends. The hologram includes audio as well as visual components, but it does not contain haptic, olfactory, or other components. The hologram typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are accurate to the memory and its length allows. The hologram plays the memory exactly as the target experienced it and from the target's perspective, so it often lacks context. The target creature must remain quiet and still while the hologram plays or the spell and hologram end.

\r\n

This spell can target any living, unconscious, or deceased sentient creature with an Intelligence score of 3 or higher (or a modifier of –4 or higher). If the target is deceased, it cannot have been dead for longer than 1 week, or this spell fails; once a corpse has been subjected to hologram memory by any caster, any subsequent attempts to cast hologram memory on that corpse fail.

\r\n

If the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious or deceased target), it can attempt a Will saving throw with a +4 bonus to negate this spell and its effects.

\r\n", "area" : null, "pfclass" : "mystic", "descriptor" : null, "level" : "3", "components" : " ", "name" : "Hologram Memory", "effect" : null, "saving_throw" : "Will negates see text", "short_description" : "Extract a creature's memory and replay it as a hologram.", "range" : "touch", "school" : "divination", "duration" : "instantaneous", "spell_resistence" : "no", "casting_time" : "1 full action" }, { "descriptor" : "creation, disease, poison, radiation", "pfclass" : "mystic", "description_formated" : "

This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect (see page 403). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
CASTER LEVELRADIATION LEVEL
6th or lowerLow
7th–9thMedium
10th–16thHigh
17th or higherSevere
\r\n", "area" : "10-ft.-radius spread; see text", "targets" : null, "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous", "range" : "medium", "short_description" : "Flood area with dangerous radiation.", "name" : "Irradiate", "saving_throw" : "Fortitude partial see text", "effect" : null, "components" : " ", "level" : "3" }, { "targets" : "one creature that breathes", "pfclass" : "mystic", "descriptor" : null, "description_formated" : "

You manipulate the mystical energy around a creature's throat into a viselike grip, potentially choking the life out of your victim.

\r\n

Each round you concentrate on this spell, it deals 3d8 bludgeoning damage and immobilizes the target. A creature immobilized in this way cannot move and must hold its breath (see page 404). The creature can still attack with any of its weapons (except any bite attacks), cast spells, and so on. Each round the spell affects the target, the target can attempt a Fortitude saving throw to halve the damage and avoid being immobilized.

\r\n", "area" : null, "short_description" : "Concentrate to immobilize target and deal 3d8 damage per round.", "range" : "close", "level" : "3", "components" : " ", "name" : "Psychokinetic Strangulation", "saving_throw" : "Fortitude partial see text", "effect" : null, "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "transmutation", "duration" : "concentration up to 1 round/level" }, { "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

You create an enervating ray of magic. You must make a ranged attack against your opponent's EAC. On a hit, the target is immediately exhausted for the spell's duration. A creature that succeeds at a Fortitude saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw.

\r\n

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.

", "targets" : "one creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 minute/level", "school" : "necromancy", "short_description" : "Ray makes target exhausted.", "range" : "close", "level" : "3", "components" : " ", "effect" : null, "saving_throw" : "Fortitude partial see text", "name" : "Ray of Exhaustion" }, { "descriptor" : "healing", "pfclass" : "mystic", "description_formated" : "

You remove impurities from a creature or object, potentially neutralizing the curses, diseases, infestations, poisons, and other harmful conditions affecting it. If the target is a creature, you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction). Success means that affliction is removed. Additionally, if the target is blind or deaf due to an affliction or damage, remove affliction restores vision and hearing unless the appropriate organ has been entirely removed from the creature's body.

\r\n

A creature that is cured with remove affliction takes no additional effects from the curses, diseases, infestations, or poisons removed, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary ability damage, or effects that don't go away on their own (such as poison states). This spell cannot remove the curse from a cursed item, though a successful caster level check enables the creature afflicted with any such cursed item to remove the curse and get rid of it. Since the spell's duration is instantaneous, it does not prevent the target from suffering from the same curse, disease, infestation, or poison after a new exposure at a later date.

\r\n

You can instead cast this spell to neutralize the poison in a poisonous creature or object for 10 minutes per level. If you cast it on a creature, the creature can attempt a Will saving throw to negate the effect.

\r\n

Remove affliction counters bestow curse.

\r\n", "area" : null, "targets" : "one creature or object", "spell_resistence" : "yes (harmless object)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous or 10 minutes/level; see text", "range" : "touch", "short_description" : "Neutralize curses diseases infestations poisons and other harmful conditions affecting a creature.", "name" : "Remove Affliction", "effect" : null, "saving_throw" : "Will negates (harmless object)", "level" : "3", "components" : " " }, { "school" : "abjuration", "duration" : "10 minutes/level", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "level" : "3", "components" : " ", "name" : "Resistant Armor, Lesser", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Grant DR 15/- or energy resistance 15 against four energy types.", "range" : "touch", "area" : null, "description_formated" : "

Lesser resistant armor grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn't stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don't stack.

", "pfclass" : "mystic", "descriptor" : null, "targets" : "one creature wearing armor" }, { "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "area" : null, "description_formated" : "

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277) and can take only a single move action or standard action each turn, but not both, and it can't take full actions. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don't stack. Slow counters and negates haste.

", "descriptor" : null, "pfclass" : "mystic", "name" : "Slow", "effect" : null, "saving_throw" : "Will negates", "level" : "3", "components" : " ", "range" : "close", "short_description" : "(CASTERLEVEL) creatures move and act slower.", "school" : "transmutation", "duration" : "1 round/level", "spell_resistence" : "yes", "casting_time" : "1 standard action" }, { "descriptor" : "language-dependent", "pfclass" : "mystic", "area" : null, "description_formated" : "

You grant the semblance of life to a corpse, allowing it to answer questions. You can ask up to six questions. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

\r\n

If the dead creature was friendly or helpful toward you in life, the spell works automatically. Otherwise, the corpse can attempt a Will saving throw to resist the spell as if it were alive. On a successful save, the corpse can refuse to answer your questions or attempt to deceive you using its Bluff skill. The target can speak only about what it knew in life. It can't answer any questions that pertain to events that occurred after its death.

\r\n

If the corpse has been subjected to speak with dead within the past week, this spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse might be able to give partial answers or partially correct answers, but it must have at least a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.

", "targets" : "one dead creature", "spell_resistence" : "no", "casting_time" : "10 minutes", "school" : "necromancy", "duration" : "1 minute/level", "range" : "10 ft.", "short_description" : "Corpse answers up to six questions.", "name" : "Speak with Dead", "saving_throw" : "Will negates see text", "effect" : null, "level" : "3", "components" : " " }, { "targets" : "one living creature", "area" : null, "description_formated" : "

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

\r\n

The suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell's duration expires, the activity is not performed.

\r\n

A very reasonable suggestion imparts a penalty (such as –1 or –2) to the target's saving throw.

", "descriptor" : "compulsion, language-dependent, mind-affecting", "pfclass" : "mystic", "name" : "Suggestion", "saving_throw" : "Will negates", "effect" : null, "components" : " ", "level" : "3", "range" : "close", "short_description" : "Compel a target to follow stated course of action.", "school" : "enchantment", "duration" : "1 hour/level or until completed", "spell_resistence" : "yes", "casting_time" : "1 standard action" }, { "duration" : "1 round", "school" : "enchantment", "casting_time" : "1 standard action", "spell_resistence" : "yes", "level" : "3", "components" : " ", "effect" : null, "saving_throw" : "Will negates", "name" : "Synaptic Pulse", "short_description" : "Stun all creatures within 20 feet for 1 round.", "range" : "20 ft.", "description_formated" : "

You stun all creatures in range for 1 round.

", "area" : "20-ft.-radius spread centered on you", "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "targets" : null }, { "casting_time" : "1 standard action", "spell_resistence" : "no", "duration" : "10 minutes/level", "school" : "divination", "range" : "touch", "short_description" : "Target can speak and understand any language.", "effect" : null, "saving_throw" : "Will negates (harmless)", "name" : "Tongues", "components" : " ", "level" : "3", "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "

This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the target to speak with creatures who don't speak. The target can make itself understood as far as its voice carries.

", "targets" : "one creature" }, { "school" : "necromancy", "duration" : "instantaneous", "spell_resistence" : "no", "casting_time" : "1 standard action", "level" : "4", "components" : " ", "name" : "Animate Dead", "saving_throw" : "none", "effect" : null, "short_description" : "Create controlled undead creatures out of target corpses.", "range" : "touch", "description_formated" : "

This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can't be animated again.

\r\n

You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell.

\r\n

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create.

\r\n

The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy.

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "targets" : "one or more corpses" }, { "description_formated" : "

This spell causes confusion in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature's turn each round to see what it does in that round.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
D%BEHAVIOR
1-25Act normally.
26-50Do nothing but babble incoherently.
51-75Deal 1d8 + Str modifier damage to self with item in hand.
76-100Attack nearest creature.
\r\n

A confused creature that can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused target.

\r\n", "area" : "15-ft.-radius burst", "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "targets" : null, "school" : "enchantment", "duration" : "1 round/level", "spell_resistence" : "yes", "casting_time" : "1 standard action", "components" : " ", "level" : "4", "name" : "Confusion", "saving_throw" : "Will negates", "effect" : null, "short_description" : "Targets behave randomly for (CASTERLEVEL) rounds.", "range" : "medium" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "evocation", "duration" : "1 round/level", "range" : "medium", "short_description" : "Whirlwind deals 4d6 damage and knocks creatures prone.", "name" : "Cosmic Eddy", "saving_throw" : "Reflex partial see text", "effect" : null, "components" : " ", "level" : "4", "descriptor" : null, "pfclass" : "mystic", "area" : "20-ft.-radius spread", "description_formated" : "

You pull dormant mystical energy from the land and objects around you and use it to create a swirling eddy that batters your foes and can hinder their movement. The eddy deals 4d6 bludgeoning damage to each creature in the area. Additionally, creatures in the area are knocked prone and are reduced to half speed while the spell is in effect. A creature that succeeds at a Reflex save takes only half damage and is not knocked prone, but it is still reduced to half speed. Flying creatures within the eddy's area must attempt an Acrobatics check to fly (DC equals the spell's save DC) each round. Failure means the creature cannot move for that round.

\r\n

The spell deals damage and knocks creatures prone only once. However, if a creature leaves the spell's area and then returns, it is subject to the damage and other effects described above again (and can attempt another Reflex saving throw). Similarly, if a creature is not in this spell's area when it is first cast but later moves into it, it is subject to the damage and other effects described above.

\r\n

Small, unattended items (no more than light bulk) are also thrown around in the eddy's area. At the end of the spell's duration, such items land in a randomly determined space within the spell's area.

\r\n", "targets" : null }, { "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "The target gains a +4 morale bonus to saving throws against all spells and effects with the death descriptor. The target can attempt a save to negate such effects even if one is not normally allowed. The target can't gain negative levels and is immune to any negative energy effects. This spell does not remove negative levels the target has already gained, but it does remove the penalties from negative levels for the duration of its effect.\r\n\r\nDeath ward does not protect against other sorts of attacks, even if those attacks might be lethal.", "targets" : "one living creature", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "1 minute/level", "school" : "necromancy", "range" : "touch", "short_description" : "Target gains +4 bonus to saves against death spells and is immune to negative energy and gaining negative levels.", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Death Ward", "components" : " ", "level" : "4" }, { "school" : "divination", "duration" : "concentration up to 1 round/level", "spell_resistence" : "no", "casting_time" : "1 standard action", "name" : "Discern Lies", "saving_throw" : "Will negates", "effect" : null, "level" : "4", "components" : " ", "range" : "close", "short_description" : "Reveal deliberate falsehoods.", "description_formated" : "

Each round, you concentrate on one target within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth or uncover unintentional inaccuracies, and it doesn't necessarily reveal evasions. Each round, you can concentrate on a different target.

", "area" : null, "descriptor" : null, "pfclass" : "mystic", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart" }, { "targets" : null, "description_formated" : "

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. Casting this spell requires you to expend 1 Resolve Point. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If you don't act on the information, the conditions may change so that the information is no longer useful. The chance for a correct divination is 75%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

\r\n

As with augury, multiple castings of divination about the same topic by the same caster use the same die result as the first divination spell and yield the same answer each time.

\r\n", "area" : null, "descriptor" : null, "pfclass" : "mystic", "effect" : null, "saving_throw" : null, "name" : "Divination", "components" : " ", "level" : "4", "range" : "personal", "short_description" : "Gain useful advice for specific proposed actions.", "duration" : "instantaneous", "school" : "divination", "casting_time" : "10 minutes", "spell_resistence" : null }, { "duration" : "instantaneous", "school" : "necromancy", "casting_time" : "1 standard action", "spell_resistence" : "yes", "components" : " ", "level" : "4", "effect" : null, "saving_throw" : "none", "name" : "Enervation", "short_description" : "Ray imposes 2 negative levels.", "range" : "close", "description_formated" : "

You shoot a black ray at a target, making a ranged attack against the target's EAC. If you hit, the target gains 2 temporary negative levels. Negative levels stack. If the target survives, it recovers from negative levels after a number of hours equal to your caster level (maximum 15 hours). An undead creature struck by the ray gains 10 temporary Hit Points for 1 hour.

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "targets" : "one creature" }, { "descriptor" : "compulsion, mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

This spell functions as hold person, except it can target any living creature.

", "targets" : "one living creature", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 round/level", "school" : "enchantment", "range" : "medium", "short_description" : "Paralyze one creature.", "effect" : null, "saving_throw" : "Will negates see text", "name" : "Hold Monster", "components" : " ", "level" : "4" }, { "short_description" : "Potentially access a target creature's memories and its knowledge.", "range" : "close", "components" : " ", "level" : "4", "name" : "Mind Probe", "saving_throw" : "Will negates see text", "effect" : null, "spell_resistence" : "yes", "casting_time" : "1 minute", "school" : "divination", "duration" : "1 round/level", "targets" : "one creature", "pfclass" : "mystic", "descriptor" : "mind-affecting", "description_formated" : "

You gain access to the target's memories and knowledge, and you can pry the information you want from them involuntarily.

\r\n

You can attempt to learn the answer to one question of your choice per round; after each question, the target can attempt a Will saving throw to end the spell. If it fails, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers however it chooses and you believe that wrong answer to be the truth. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly into your mind. You and the target don't need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions.

\r\n", "area" : null }, { "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

When you cast this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the target's soul is free and willing to return. If the target's soul is not willing to return, the spell fails; therefore, a target that wants to return receives no saving throw. Casting this spell requires a special monument worth at least 1,000 credits to serve as a beacon for the departed creature's soul. This object is consumed when you cast the spell.

\r\n

Since the dead creature is returning in a new body, all physical ills and afflictions are removed. The condition of the creature's remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the target is reincarnated.

\r\n

A reincarnated creature recalls the majority of its former life and form. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, base save bonuses, and Hit Points are unchanged. The creature should recalculate its ability scores from scratch as a member of its new race (remembering to include any ability score increases from leveling up). The target of the spell gains 2 permanent negative levels when it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduce its Constitution to 0 or less, the creature cannot be reincarnated). The target creature can decide whether its new body retains any of the implants it had in its former body. A spellcasting creature has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

\r\n

For a humanoid creature, the new incarnation is determined using the table on the facing page. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

\r\n

Elementals, outsiders, and undead creatures can't be reincarnated. Any creature that can't benefit from the mystic cure spell cannot be reincarnated. The spell can bring back a creature that has died of old age.

\r\n

The reincarnated creature gains all abilities associated with its new form, including any forms of movement and speeds, natural attacks, extraordinary abilities, and the like, but it does not automatically speak the language of the new form it takes.

\r\n\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
D%INCARNATION
1–6Android
7–14Dwarf
15–22Elf
23–30Gnome
31–34Half-elf
35–38Half-orc
39–46Halfling
47–55Human
56–64Lashunta
65–73Kasatha
74–81Shirren
82–90Vesk
91–99Ysoki
100Other (GM's choice)
\r\n

A miracle or wish spell can restore a reincarnated creature to its original form.

\r\n", "targets" : "one dead creature", "casting_time" : "10 minutes", "spell_resistence" : "yes (harmless)", "duration" : "instantaneous; see text", "school" : "transmutation", "short_description" : "Bring a target dead creature back to life in a random body.", "range" : "touch", "level" : "4", "components" : " ", "effect" : null, "saving_throw" : "none see text", "name" : "Reincarnate" }, { "duration" : "instantaneous", "school" : "conjuration", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless object)", "components" : " ", "level" : "4", "effect" : null, "saving_throw" : "Fortitude negates (harmless object)", "name" : "Remove Radioactivity", "short_description" : "Remove ongoing radiation effects from a creature or object.", "range" : "touch", "description_formated" : "

You remove all ongoing effects of radiation from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation's poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.

", "area" : "one creature or object or one 20-ft.-radius area", "pfclass" : "mystic", "descriptor" : "healing", "targets" : "one creature or object or one 20-ft.-radius area" }, { "description_formated" : "

This spell functions as lesser resistant armor, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types.

", "area" : null, "descriptor" : null, "pfclass" : "mystic", "targets" : "one creature wearing armor", "duration" : "10 minutes/level", "school" : "abjuration", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "name" : "Resistant Armor", "components" : " ", "level" : "4", "range" : "touch", "short_description" : "Grant DR 5/- or energy resistance 5 against two energy types." }, { "short_description" : "Restores ability score drain and negative levels.", "range" : "touch", "level" : "4", "components" : " ", "saving_throw" : "Will negates (harmless)", "effect" : null, "name" : "Restoration", "casting_time" : "3 rounds", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "conjuration", "targets" : "one creature", "pfclass" : "mystic", "descriptor" : "healing", "area" : null, "description_formated" : "

This spell functions as lesser restoration, except it also removes temporary negative levels or 1 permanent negative level. You must spend 5 Resolve Points when casting this spell to remove a permanent negative level. This spell can't be used to remove more than 1 permanent negative level from a target in a 1-week period.

\r\n

Restoration heals all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target, but it doesn't remove any underlying source of fatigue or exhaustion. A target that has benefited from the removal of fatigue or exhaustion from this spell can't benefit from either effect again for 24 hours.

\r\n" }, { "descriptor" : null, "pfclass" : "mystic", "description_formated" : "

You forge a telepathic bond between yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher (or a modifier of –4 or higher). Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

\r\n

If desired, you can leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

", "area" : null, "targets" : "you plus up to one willing creature/3 levels, no two of which can be more than 30 ft. apart", "casting_time" : "1 standard action", "spell_resistence" : "no", "duration" : "10 minutes/level", "school" : "divination", "range" : "close", "short_description" : "Link allows allies to communicate.", "effect" : null, "saving_throw" : "none", "name" : "Telepathic Bond", "level" : "4", "components" : " " }, { "targets" : "see text", "descriptor" : null, "pfclass" : "mystic", "description_formated" : "

The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature's home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell's chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target's spell resistance (if any), and the save DC of the spell increases by 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell's save DC by 4.

\r\n

4th: When you cast dismissal as a 4th-level spell, it affects one extraplanar creature.

\r\n

5th: When you cast dismissal as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can't exceed your level + 2, no two of which can be more than 30 feet apart.

\r\n", "area" : null, "range" : "close", "short_description" : "Force a creature to return to its native plane.", "effect" : null, "saving_throw" : "Will negates, see text", "name" : "Dismissal", "components" : " ", "level" : "4", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "abjuration" }, { "description_formated" : "

The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature's home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell's chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target's spell resistance (if any), and the save DC of the spell increases by 2. At the GM's discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell's save DC by 4.

\r\n

4th: When you cast dismissal as a 4th-level spell, it affects one extraplanar creature.

\r\n

5th: When you cast dismissal as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can't exceed your level + 2, no two of which can be more than 30 feet apart.

\r\n", "area" : null, "pfclass" : "mystic", "descriptor" : null, "targets" : "see text", "school" : "abjuration", "duration" : "instantaneous", "spell_resistence" : "yes", "casting_time" : "1 standard action", "level" : 5, "components" : " ", "name" : "Dismissal", "effect" : null, "saving_throw" : "Will negates, see text", "short_description" : "Force a creature to return to its native plane.", "range" : "close" }, { "casting_time" : "10 minutes", "spell_resistence" : "yes; see text", "duration" : "instantaneous; see text", "school" : "conjuration", "short_description" : "Trap an extraplanar creature of CR 4 or lower until it performs a task.", "range" : "close", "components" : " ", "level" : "4", "saving_throw" : "Will negates", "effect" : null, "name" : "Planar Binding", "pfclass" : "mystic", "descriptor" : "calling", "description_formated" : "

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell's level.

\r\n

4th: One outsider of CR 4 or lower

\r\n

5th: One outsider of CR 7 or lower

\r\n

6th: One outsider of CR 10 or lower

\r\n

The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.

\r\n

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn't sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.

\r\n

Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.

\r\n

When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.

\r\n", "area" : null, "targets" : "see text" }, { "name" : "Planar Binding", "saving_throw" : "Will negates", "effect" : null, "components" : " ", "level" : 5, "range" : "close", "short_description" : "Trap an extraplanar creature of CR 4 or lower until it performs a task.", "school" : "conjuration", "duration" : "instantaneous; see text", "spell_resistence" : "yes; see text", "casting_time" : "10 minutes", "targets" : "see text", "area" : null, "description_formated" : "

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell's level.

\r\n

4th: One outsider of CR 4 or lower

\r\n

5th: One outsider of CR 7 or lower

\r\n

6th: One outsider of CR 10 or lower

\r\n

The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.

\r\n

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn't sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.

\r\n

Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.

\r\n

When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.

\r\n", "descriptor" : "calling", "pfclass" : "mystic" }, { "school" : "conjuration", "duration" : "instantaneous; see text", "spell_resistence" : "yes; see text", "casting_time" : "10 minutes", "level" : 6, "components" : " ", "name" : "Planar Binding", "effect" : null, "saving_throw" : "Will negates", "short_description" : "Trap an extraplanar creature of CR 4 or lower until it performs a task.", "range" : "close", "area" : null, "description_formated" : "

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The CR of the outsider you can call with planar binding depends on the spell's level.

\r\n

4th: One outsider of CR 4 or lower

\r\n

5th: One outsider of CR 7 or lower

\r\n

6th: One outsider of CR 10 or lower

\r\n

The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A planar barrier spell cast in the area prevents the creature from escaping via dimensional travel.

\r\n

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn't sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands.

\r\n

Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can't complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions.

\r\n

When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor.

\r\n", "pfclass" : "mystic", "descriptor" : "calling", "targets" : "see text" }, { "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "area" : null, "description_formated" : "

This spell frees victims from curses, enchantments, and transmutations. Break enchantment can reverse even an instantaneous effect. For each such effect, you attempt a caster level check (1d20 + your caster level, maximum +15) against a DC equal to 11 + the caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC of the caster level check is equal to the DC of the curse.

\r\n

If the spell is one that can't be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, break enchantment doesn't remove the curse from the item but it does free the victim from the item's effects.

", "pfclass" : "mystic", "descriptor" : null, "components" : " ", "level" : "5", "effect" : null, "saving_throw" : "none", "name" : "Break Enchantment", "short_description" : "Free creatures from curses enchantments and transmutations.", "range" : "close", "duration" : "instantaneous", "school" : "abjuration", "casting_time" : "1 minute", "spell_resistence" : "no" }, { "short_description" : "Rain cosmic particles on targets dealing 4d6 fire damage and 3d6 cold damage.", "range" : "long", "level" : "5", "components" : " ", "effect" : null, "saving_throw" : "none", "name" : "Call Cosmos", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 round/level", "school" : "evocation", "targets" : null, "pfclass" : "mystic", "descriptor" : null, "description_formated" : "

You evoke a vertical column of dangerous material from across the universe that rains down upon creatures in the area. This matter is made up of bits of burning stars and chunks of frozen comets, and it deals 4d6 fire damage and 3d6 cold damage to every creature in the area. This damage occurs only once, when the spell is cast. For the spell's remaining duration, the fallen starstuff makes the entire area difficult terrain, and thick, swirling clouds of particulate space matter magically block vision. This obscures all sight beyond 5 feet, including darkvision and other vision-based senses (including vision-based blindsight and sense through), but doesn't prevent blindsense. A creature within 5 feet of its attacker has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Additionally, the swirling cosmic particles are distracting to spellcasters in the area, who have a 20% chance of losing any spell they attempt to cast in the area. At the end of the duration, the starstuff disappears, leaving no aftereffects (other than the damage dealt).

", "area" : "cylinder (20-ft. radius, 40 ft. high)" }, { "range" : "close", "short_description" : "Up to (CASTERLEVEL) creatures obey select command for (CASTERLEVEL) rounds.", "effect" : null, "saving_throw" : "Will negates", "name" : "Command, Greater", "components" : " ", "level" : "5", "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "1 round/level", "school" : "enchantment", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "descriptor" : "compulsion, language-dependent, mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

This spell functions like command, except you can affect up to one creature per level and the targets continue the specified activity beyond 1 round. At the start of each commanded creature's action after the first, it can attempt another Will saving throw to break free from the spell. Each creature must receive the same command.

" }, { "targets" : null, "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of native creatures, presence of powerful unnatural creatures, or general state of the natural setting.

\r\n

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings–caves, caverns, and the like–the spell is less powerful and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlements, such as in cities, factories, and starships.

", "range" : "personal", "short_description" : "Learn about terrain for (CASTERLEVEL) miles.", "effect" : null, "saving_throw" : null, "name" : "Commune with Nature", "level" : "5", "components" : " ", "casting_time" : "10 minutes", "spell_resistence" : null, "duration" : "instantaneous", "school" : "divination" }, { "area" : null, "description_formated" : "

You send your mind to another plane of existence (an Elemental Plane or some plane further removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "Yes," "No," "Maybe," "Never," "Irrelevant," or some other one-word answer.

\r\n

You must concentrate on maintaining the spell in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You can ask one question for every 2 caster levels. On rare occasions, this divination may be blocked by an act of certain deities or forces.

\r\n

Contacting a minor planar power is relatively safe but may not result in useful answers. For each question you ask, the GM secretly rolls 1d20.

\r\n

1–2: The power gives you no answer, the spell ends, and you must attempt a DC 7 Intelligence check. On a failed check, your Intelligence and Charisma scores each fall to 8 for a week and you are unable to cast spells for that period.

\r\n

3–5: You receive a random answer to the question.

\r\n

6–10: You receive an incorrect answer to the question. Based on the nature and needs of the creature contacted, this may be a lie designed to harm you.

\r\n

11–15: You receive no answer to the question.

\r\n

16 or More: You receive a truthful and useful one-word answer. If the question can't be truthfully answered in this way, no answer is received.

\r\n

Contact with minds further removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed by the power's sheer strangeness and force, but it also increases the chance of the power knowing the answer and answering correctly. You can add any value from +1 to +5 to the d20 roll to represent contacting increasingly powerful planar beings. However, on a roll of 1 or 2, the result is still no answer, the spell ends, and you must attempt an Intelligence check to avoid losing Intelligence and Charisma. The DC of this Intelligence check is increased by the same amount added to the d20 check to contact a planar creature.

\r\n", "descriptor" : null, "pfclass" : "mystic", "targets" : null, "school" : "divination", "duration" : "concentration", "spell_resistence" : null, "casting_time" : "10 minutes", "name" : "Contact Other Plane", "saving_throw" : null, "effect" : null, "level" : "5", "components" : " ", "range" : "personal", "short_description" : "Ask questions of extraplanar entity." }, { "duration" : "instantaneous", "school" : "necromancy", "casting_time" : "1 standard action", "spell_resistence" : "yes", "components" : " ", "level" : "5", "effect" : null, "saving_throw" : "Fortitude partial", "name" : "Crush Skull", "short_description" : "Deal 18d8 damage to living creature's head.", "range" : "close", "description_formated" : "

You manipulate the energy that swirls around the target's head, pulling it inward and potentially crushing its skull. You must make a ranged attack against the target's EAC to ensure this spell hits the necessary weak spots in the target's head, but you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it is higher. If you hit and the target fails a Fortitude saving throw, it takes 18d8 damage. If the target succeeds at its saving throw, it instead takes 4d8 damage. The target might die from damage even if it succeeds at its saving throw; in this case, the spell is not a death effect. This spell has no effect against living creatures that don't have an anatomical head.

", "area" : null, "pfclass" : "mystic", "descriptor" : "death", "targets" : "one living creature" }, { "range" : "medium", "short_description" : "Cancel multiple spells or effects.", "name" : "Dispel Magic, Greater", "saving_throw" : "none", "effect" : null, "components" : " ", "level" : "5", "spell_resistence" : "no", "casting_time" : "1 standard action", "school" : "abjuration", "duration" : "instantaneous", "targets" : "one creature, object, spell, or spellcaster; or a 20-ft.-radius burst", "descriptor" : null, "pfclass" : "mystic", "area" : "one creature, object, spell, or spellcaster; or a 20-ft.-radius burst", "description_formated" : "

This spell functions like dispel magic, except it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use greater dispel magic in one of three ways: a targeted dispel, an area dispel, or a counter.

\r\n

Targeted Dispel: This functions as a targeted dispel magic, but you can dispel one spell for every 4 caster levels you have, attempting a separate dispel check for each spell. Additionally, greater dispel magic has a chance to dispel any curse that remove affliction can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

\r\n

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Attempt one dispel check and apply that check to each creature or object in the area, as if it were targeted by dispel magic. If you don't specify spells and there is more than one possible spell on the target, your targeted dispel attempts to dispel spells at random. Magic items themselves are not affected by an area dispel but additional magical effects on them may be dispelled.

\r\n

For each ongoing spell effect whose point of origin is within the area of the greater dispel magic spell, apply the result of the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the result of the dispel check to end the effect, but only within the overlapping area.

\r\n

If an object or a creature that is the effect of an ongoing spell is in the area, apply the result of the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

\r\n

You can choose to automatically succeed at your dispel check against any spell you have cast.

\r\n

Counter: This functions as countering with dispel magic, but you receive a +4 bonus to your dispel check to counter the other spellcaster's spell.

\r\n" }, { "pfclass" : "mystic", "descriptor" : "compulsion, mind-affecting", "area" : null, "description_formated" : "

You fire a bright purple ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher.

\r\n

If you hit and your target fails its Will saving throw, you establish a telepathic link with the target's mind and can control its actions. If you and the target have a common language, you can generally force the target to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the target is experiencing, but you don't receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Changing your orders or giving a dominated creature a new command is a move action.

\r\n

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the target, though it still can't communicate with you. You don't actually see through the target's eyes, but you still get a good idea of what's going on.

\r\n

The target resists this control, and any target forced to take actions against its nature can attempt a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited as long as you and the target are on the same plane. You don't need to see the target to control it.

\r\n

If you don't spend at least 1 round concentrating on the spell each following day, the target can attempt a new saving throw to throw off the domination. You can be prevented from exercising control or using the telepathic link while the target is under the effects of some spells, but such effects don't automatically dispel the domination.

\r\n", "targets" : "one humanoid", "spell_resistence" : "yes", "casting_time" : "1 round", "school" : "enchantment", "duration" : "1 day/level; see text", "short_description" : "Control humanoid telepathically.", "range" : "close", "level" : "5", "components" : " ", "name" : "Dominate Person", "effect" : null, "saving_throw" : "Will negates" }, { "descriptor" : "compulsion, mind-affecting", "pfclass" : "mystic", "description_formated" : "

You fire a scintillating ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and your target fails its Will saving throw, the target creature's Intelligence and Charisma scores each drop to 1 (a modifier of –5). The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. It still knows who its friends are and can follow them and even protect them. The target remains in this state until a miracle, psychic surgery, wish, or similar spell is used to cancel the effect. It can't be removed by effects like break enchantment.\r\n

", "area" : null, "targets" : "one creature", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "instantaneous", "range" : "medium", "short_description" : "Target's Intelligence and Charisma scores drop to 1.", "name" : "Feeblemind", "effect" : null, "saving_throw" : "Will negates", "components" : " ", "level" : "5" }, { "descriptor" : "compulsion, mind-affecting", "pfclass" : "mystic", "area" : null, "description_formated" : "

You reach into the target's mind and modify up to 5 minutes of its memories in one of the following ways.

\r\n\r\n

Casting the spell takes 1 round. If the target fails its saving throw, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves beyond the spell's range at any point during this time, the spell fails.

\r\n

A modified memory does not necessarily affect the target's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse.

\r\n", "targets" : "one living creature", "spell_resistence" : "yes", "casting_time" : "1 round; see text", "school" : "enchantment", "duration" : "permanent", "range" : "close", "short_description" : "Change 5 minutes of target's memories.", "name" : "Modify Memory", "saving_throw" : "Will negates", "effect" : null, "level" : "5", "components" : " " }, { "range" : "touch", "short_description" : "Restore life to a creature that died no more than (CASTERLEVEL) days ago.", "name" : "Raise Dead", "saving_throw" : "none see text", "effect" : null, "level" : "5", "components" : " ", "spell_resistence" : "yes (harmless)", "casting_time" : "1 minute", "school" : "conjuration", "duration" : "instantaneous", "targets" : "one dead creature", "descriptor" : "healing", "pfclass" : "mystic", "description_formated" : "

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the target's soul must be free and willing to return. If the target's soul is not willing to return, the spell fails; therefore, a target that wants to return to life receives no saving throw against this spell. Casting this spell requires you to create a complex representation of the target deceased creature, worth at least 5,000 credits, to serve as a beacon for the creature's soul. This object is consumed when you cast the spell.

\r\n

Coming back from the dead is an ordeal. The target of the spell gains 2 permanent negative levels when it is raised, just as if it had been hit by a creature's ability that bestows permanent negative levels. If the target is 1st level, it takes 2 Constitution drain instead (if this would reduce its Constitution to 0 or less, it can't be raised). A raised creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.

\r\n

The spell can't bring back a creature that has died of old age. Constructs, elementals, and outsiders can't be raised by this spell. It is possible to bring back a creature that has been turned into an undead creature, but the beacon for the creature's soul must be more powerful, and must be worth at least 15,000 credits.

\r\n", "area" : null }, { "range" : "touch", "short_description" : "Remove all harmful conditions affecting a creature.", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "name" : "Remove Condition, Greater", "components" : " ", "level" : "5", "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "instantaneous", "school" : "conjuration", "targets" : "one creature", "descriptor" : "healing", "pfclass" : "mystic", "area" : null, "description_formated" : "

This spell functions as lesser remove condition, except you remove all of the following conditions affecting the target: cowering, dazed, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, and stunned.

" }, { "name" : "Resistant Aegis", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "components" : " ", "level" : "5", "range" : "30 ft.", "short_description" : "Grant up to 10 creatures DR 5/- or energy resistance 5 to all energy types.", "school" : "abjuration", "duration" : "1 minute/level", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "targets" : "up to 10 creatures wearing armor within range", "description_formated" : "

This spell functions as lesser resistant armor, except as indicated above, and the wearers and their gear gain DR 5/— or energy resistance 5 that protects against all five energy types.\r\n

", "area" : null, "descriptor" : null, "pfclass" : "mystic" }, { "targets" : null, "description_formated" : "

This spell allows you to gain psychic impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the spell's duration, followed by impressions from the next hour back throughout the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that period, you must succeed at a Will saving throw (DC = 15, 20, or 25, depending on the severity of the traumatic or turbulent event) or lose your concentration on the spell. If you fail this saving throw, the spell ends.

\r\n

At mystic level 16th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of concentration (as listed on the table below). The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events. In most circumstances, you can't glean information about what occurred during the Gap with this spell.

\r\n\r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n \r\n
MYSTIC LEVELPERIOD
16th–17th1 week per minute
18th–19th1 year per minute
20th1 decade per minute
\r\n", "area" : null, "pfclass" : "mystic", "descriptor" : null, "components" : " ", "level" : "5", "name" : "Retrocognition", "saving_throw" : null, "effect" : null, "short_description" : "Gain psychic impressions of past events in a certain location.", "range" : "personal", "school" : "divination", "duration" : "concentration, up to 1 minute/level", "spell_resistence" : null, "casting_time" : "1 minute" }, { "range" : "20 ft.", "short_description" : "Stun all creatures within 20 feet for 1d4 rounds.", "name" : "Synaptic Pulse, Greater", "effect" : null, "saving_throw" : "Will partial", "level" : "5", "components" : " ", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "1d4 rounds", "targets" : null, "descriptor" : "compulsion, mind-affecting", "pfclass" : "mystic", "area" : "20-ft.-radius spread centered on you", "description_formated" : "

You stun all creatures in range for 1d4 rounds. With a successful Will saving throw, a creature is instead sickened for 1 round.

" }, { "targets" : null, "description_formated" : "

You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously. You can't use telepathy to locate creatures to communicate with them, but once you've established telepathic communication, you don't require line of effect to maintain it.

", "area" : null, "descriptor" : "mind-affecting", "pfclass" : "mystic", "saving_throw" : null, "effect" : null, "name" : "Telepathy", "components" : " ", "level" : "5", "range" : "personal", "short_description" : "Communicate mentally with any creatures within 100 feet.", "duration" : "10 minutes/level", "school" : "divination", "casting_time" : "1 standard action", "spell_resistence" : null }, { "school" : "necromancy", "duration" : "instantaneous", "spell_resistence" : "yes", "casting_time" : "1 standard action", "name" : "Waves of Fatigue", "saving_throw" : "none", "effect" : null, "level" : "5", "components" : " ", "range" : "30 ft.", "short_description" : "Several targets become fatigued.", "area" : "cone-shaped burst", "description_formated" : "

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

", "descriptor" : null, "pfclass" : "mystic", "targets" : null }, { "school" : "conjuration", "duration" : "instantaneous", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "components" : " ", "level" : "5", "name" : "Mystic Cure, Mass", "saving_throw" : "Will half (harmless)", "effect" : null, "short_description" : "Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level.", "range" : "close; see text", "area" : null, "description_formated" : "

You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all of that target's Hit Points, you can transfer any number of your own Hit Points to that target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

The number of Hit Points mass mystic cure restores to each target depends on the spell's level.

\r\n

5th: 3d8 + your Wisdom modifier

\r\n

6th: 5d8 + your Wisdom modifier

\r\n", "pfclass" : "mystic", "descriptor" : "healing", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart" }, { "casting_time" : "1 standard action", "spell_resistence" : "yes (harmless)", "duration" : "instantaneous", "school" : "conjuration", "short_description" : "Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level.", "range" : "close; see text", "level" : 6, "components" : " ", "saving_throw" : "Will half (harmless)", "effect" : null, "name" : "Mystic Cure, Mass", "pfclass" : "mystic", "descriptor" : "healing", "description_formated" : "

You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn't enough to restore all of that target's Hit Points, you can transfer any number of your own Hit Points to that target, healing the target that amount. You can't transfer more Hit Points than you have or more Hit Points than the target is missing.

\r\n

The number of Hit Points mass mystic cure restores to each target depends on the spell's level.

\r\n

5th: 3d8 + your Wisdom modifier

\r\n

6th: 5d8 + your Wisdom modifier

\r\n", "area" : null, "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart" }, { "targets" : null, "descriptor" : null, "pfclass" : "mystic", "area" : "up to one 10-ft. cube/2 levels", "description_formated" : "

You can control gravity in an area, causing it to reverse, become zero-g, or become extremely strong. A creature or object within the area that succeeds at its saving throw is unaffected (though if it stays in the area, it must succeed at a new save each round or become affected), but it might still suffer secondary effects (such as an object flying up from reversed gravity, or an object falling upon it when the spell ends). You choose how to have this spell affect gravity when you cast it, and you cannot change it without recasting the spell. If two control gravity spells affect the same area, they negate each other in the area of overlap.

\r\n

If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell's area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell's duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction.

\r\n

If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Acrobatics check to fly to remain in the air.

\r\n

An area of zero-g works like the zero-g environment (see page 402). You can also use this spell to make areas of zero-g, heavy gravity, or light gravity act as normal gravity for the duration (see page 402).

", "range" : "medium", "short_description" : "Alter gravity in an area.", "name" : "Control Gravity", "effect" : null, "saving_throw" : "Fortitude negates; see text", "level" : "6", "components" : " ", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "transmutation", "duration" : "1 round/level" }, { "targets" : "undead creatures with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart", "descriptor" : null, "pfclass" : "mystic", "description_formated" : "

This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. No matter what, the controlled undead do not attack you. At the end of the spell, the targets revert to their normal behavior.

\r\n

If any of the undead are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC = the spell's DC) to negate this spell's effect if the creature failed its initial saving throw. Each undead under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that undead.

\r\n

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's duration ends.

\r\n", "area" : null, "range" : "close", "short_description" : "Undead creatures follow your commands and don't attack you.", "name" : "Control Undead", "saving_throw" : "Will negates", "effect" : null, "components" : " ", "level" : "6", "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "necromancy", "duration" : "1 minute/level" }, { "casting_time" : "1 standard action", "spell_resistence" : "no", "duration" : "1 round/level", "school" : "abjuration", "short_description" : "Targets can't attack or be attacked but can exist comfortably.", "range" : "close", "level" : "6", "components" : " ", "effect" : null, "saving_throw" : "Will negates; see text", "name" : "Enshrining Refuge", "pfclass" : "mystic", "descriptor" : null, "area" : "all creatures in 40-ft. radius burst", "description_formated" : "

All creatures within a 40-foot radius of the spell's point of origin are protected from violence. Any opponent attempting to directly attack a warded creature, even with a targeted spell, must attempt a Will saving throw. If the opponent succeeds, it can attack that creature normally, though it takes a –2 penalty to attacks against that creature for the duration of the spell. On a failed save, the opponent can't follow through with the attack, loses that action, and can't directly attack the warded creature for the duration of the spell. Those not attempting to attack a warded creature remain unaffected.

\r\n

This spell doesn't prevent warded creatures from being affected by an attack with an area of effect, though a warded creature receives a +2 bonus to saving throws against such attacks.

\r\n

Each warded creature can breathe normally, no matter the surrounding atmosphere, and it suffers no harm from being in a hot or cold environment. A warded creature can't attack without breaking the spell for itself, but it can use harmless spells and abilities that don't require attack rolls, and it can act otherwise.

", "targets" : null }, { "school" : "transmutation", "duration" : "1 round/level", "spell_resistence" : null, "casting_time" : "1 standard action", "components" : " ", "level" : "6", "name" : "Ethereal Jaunt", "saving_throw" : null, "effect" : null, "short_description" : "You become ethereal for 1 round per level.", "range" : "personal", "description_formated" : "

You become ethereal, along with your equipment. For the duration of the spell, you are on the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.

\r\n

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear events and creatures on the Material Plane, but everything looks gray and ephemeral. Sight and hearing on the Material Plane are limited to 60 feet and many kinds of senses (such as blindsense and blindsight) don't work across the planar boundary.

\r\n

Force effects and abjurations affect an ethereal creature normally, but force effects originating on the Ethereal Plane don't affect targets on the Material Plane. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane.

\r\n

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.

\r\nhile ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane. If you end the spell and become material while inside a material object (such as a solid wall) you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel.

", "area" : null, "pfclass" : "mystic", "descriptor" : null, "targets" : null }, { "casting_time" : "1 standard action", "spell_resistence" : "yes", "duration" : "instantaneous", "school" : "transmutation", "short_description" : "Turn a creature into a statue.", "range" : "close", "level" : "6", "components" : " ", "saving_throw" : "Fortitude negates", "effect" : null, "name" : "Flesh to Stone", "pfclass" : "mystic", "descriptor" : null, "area" : null, "description_formated" : "

You fire a dull gray ray at your target, making a ranged attack against your target's EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and the target fails its Fortitude save, the target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the target (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it gives off no sign of life even upon close inspection. Only creatures made of flesh are affected by this spell.

\r\n

If this spell is cast upon a stone creature that was once flesh, it reverses the petrification.

", "targets" : "one creature" }, { "targets" : null, "area" : null, "description_formated" : "

You call into being a tiny particle of mass with infinite density. You must conjure the singularity in a square that is unoccupied by any creatures or objects. When you finish casting this spell, the singularity immediately draws all Medium and smaller creatures and unattended objects of no more than light bulk within 30 feet toward it. Each round on your turn, the singularity makes a single special combat maneuver against creatures within 30 feet with an attack bonus equal to 4 + your caster level + your key ability modifier. Compare the result to each creature's KAC + 8. If the singularity is successful, that creature is moved 5 feet toward the singularity plus 5 additional feet for every 5 by which the result exceeds a target's KAC + 8. Unattended objects are automatically moved 10 feet toward the singularity each round. If a creature or object is moved into the square that contains the singularity, it is sucked inside it and takes 12d6 damage at the end of its turn each round it remains within that space.

\r\n

A creature drawn into the singularity can take no actions except a full action to try to escape (it still takes damage during the rounds it attempts to escape). A creature must succeed at either an Athletics check (DC = 15 + 1-1/2 × your mystic level) or a DC 22 Strength check to escape the singularity. The singularity can hold up to four Medium creatures or objects (two Small creatures or objects count as one Medium creature, and so on); if it would pull in additional creatures, those creatures are simply pulled into a square adjacent to the singularity.

\r\n

A creature within 50 feet of the singularity has its speed reduced by half when it moves away from the singularity. However, it can move at double its normal speed when moving toward the singularity. If a creature moves within 30 feet of the singularity at any point in its movement, it is subject to the combat maneuver described above. A creature that moves neither toward nor away from the singularity moves at its normal speed.

\r\n

When this spell ends, the singularity disappears, and creatures and objects that were sucked into the singularity appear in the space where you conjured it (or as close as possible to that space, if they can't all fit within it).

\r\n", "pfclass" : "mystic", "descriptor" : "creation", "components" : " ", "level" : "6", "name" : "Gravitational Singularity", "effect" : "5-ft.-cube gravitational singularity; see text", "saving_throw" : "none", "short_description" : "Particle with infinite density pulls creatures and objects into it dealing 12d6 damage each round to those inside.", "range" : "medium", "school" : "conjuration", "duration" : "1 round/level", "spell_resistence" : "no", "casting_time" : "1 round" }, { "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart", "pfclass" : "mystic", "descriptor" : "mind-affecting, pain", "area" : null, "description_formated" : "

This spell functions as inflict pain, except as noted above.

", "short_description" : "Wracking pain imposes -2 penalty to ability checks attack rolls and skill checks on (CASTERLEVEL) targets.", "range" : "close", "components" : " ", "level" : "6", "name" : "Inflict Pain, Mass", "saving_throw" : "Will partial see text", "effect" : null, "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "1 round/level" }, { "spell_resistence" : "yes", "casting_time" : "6 rounds", "school" : "abjuration", "duration" : "24 hours", "range" : "medium", "short_description" : "Seal an area against all planar travel into or within it.", "name" : "Planar Barrier", "saving_throw" : "none", "effect" : null, "level" : "6", "components" : " ", "descriptor" : null, "pfclass" : "mystic", "area" : "one 60-ft. cube/level", "description_formated" : "

Planar barrier seals an area against all planar travel into or within it. This includes all teleportation spells, summoning spells, plane shifting, astral travel, and ethereal travel. Such effects simply fail automatically. Starships cannot enter or emerge from Drift travel in an area affected by this spell.

\r\n

Dispel magic does not dispel your planar barrier effect unless the caster level of the creature attempting to dispel it is at least as high as your own. You can't have multiple overlapping planar barrier effects. If planar barrier effects woulds overlap, the more recent effect stops at the boundary of the older effect.

\r\n

A planar barrier can be made permanent with a special ritual, which takes 1 hour and requires materials worth 15,000 credits per 60-foot cube.

\r\n", "targets" : null }, { "school" : "conjuration", "duration" : "instantaneous", "spell_resistence" : "yes", "casting_time" : "1 standard action", "level" : "6", "components" : " ", "name" : "Plane Shift", "effect" : null, "saving_throw" : "Will negates", "short_description" : "As many as eight creatures travel to another plane you choose.", "range" : "touch", "description_formated" : "

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing or unconscious creatures are linked by hand in a circle, as many as eight can be affected by a single casting of plane shift. Arriving at a precise location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane (except for the Drift), though you appear 5 to 500 miles (5d%) from the last place one of the targets (your choice) was located last time that target traveled to that 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 interplanetary teleport, to travel on the new plane. Mystics must have an object attuned to a specific plane or native to that plane in order to use plane shift to travel to a plane. A technomancer requires a planar navigational program for a specific plane in order to travel to that plane with plane shift. Special rituals, jealously hoarded by powerful technomancers and mystics, can allow you to travel to specific locations on the chosen plane, or even to unknown worlds.

", "area" : null, "pfclass" : "mystic", "descriptor" : "teleportation", "targets" : "one creature, or up to eight willing or unconscious creatures" }, { "spell_resistence" : "no", "casting_time" : "10 minutes", "school" : "enchantment", "duration" : "instantaneous", "short_description" : "Cure all Intelligence Wisdom and Charisma damage and drain plus remove other mental afflictions and conditions.", "range" : "touch", "level" : "6", "components" : " ", "name" : "Psychic Surgery", "effect" : null, "saving_throw" : "none", "pfclass" : "mystic", "descriptor" : "mind-affecting", "area" : null, "description_formated" : "

Psychic surgery heals the target of all Intelligence, Wisdom, and Charisma damage, and it restores all points permanently drained from the target's Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing confusion, fear, and insanity effects. Psychic surgery also removes any mental afflictions that could be removed with dispel magic, as well as mental diseases. Psychic surgery removes all effects magically altering the target's memory, even instantaneous effects, and it can restore a memory to perfect clarity (even if the memory loss is due to the mundane passage of time).\r\n

", "targets" : "one willing or unconscious, living creature" }, { "duration" : "instantaneous", "school" : "conjuration", "casting_time" : "3 rounds", "spell_resistence" : "yes (harmless)", "level" : "6", "components" : " ", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "name" : "Regenerate", "short_description" : "Grow back target's severed limbs restore 12d8 Hit Points and remove exhaustion and fatigue.", "range" : "touch", "area" : null, "description_formated" : "

The target's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs (including eyes) grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

\r\n

Regenerate also restores 12d8 Hit Points, rids the target of exhaustion and fatigue, and eliminates all nonlethal damage the target has taken. It has no effect on nonliving creatures (including undead).

\r\n", "pfclass" : "mystic", "descriptor" : "healing", "targets" : "one living creature" }, { "area" : null, "description_formated" : "

This spell functions as lesser resistant armor, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types.

", "pfclass" : "mystic", "descriptor" : null, "targets" : "one creature wearing armor", "school" : "abjuration", "duration" : "10 minutes/level", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "components" : " ", "level" : "6", "name" : "Resistant Armor, Greater", "saving_throw" : "Fortitude negates (harmless)", "effect" : null, "short_description" : "Grant DR 10/- or energy resistance 10 against three energy types.", "range" : "touch" }, { "components" : " ", "level" : "6", "name" : "Shadow Walk", "effect" : null, "saving_throw" : "Will negates (object)", "short_description" : "Step into a shadowy realm to travel to a destination rapidly.", "range" : "touch", "school" : "illusion", "duration" : "1 hour/level", "spell_resistence" : "yes (object)", "casting_time" : "1 standard action", "targets" : "up to one Medium creaturesor vehicle/level", "area" : null, "description_formated" : "

To use shadow walk, you must be in an area of dim light. You and any creature or vehicle you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.

\r\n

All targets affected must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Will saving throw to negate the effect.

\r\n

In the region of shadow, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 &mult; 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no saving throw).

\r\n

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow (except for the Drift), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d4 hours.

\r\nch takes 1d4 hours.

", "pfclass" : "mystic", "descriptor" : "shadow" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "necromancy", "duration" : "instantaneous", "range" : "medium", "short_description" : "Instantly kill or massively damage (CASTERLEVEL/2) creatures depending on targets' CRs.", "name" : "Snuff Life", "saving_throw" : "Fortitude partial see text", "effect" : null, "components" : " ", "level" : "6", "descriptor" : "death", "pfclass" : "mystic", "area" : null, "description_formated" : "

You twist the essence of life that flows through your targets, snuffing the spark out of weaker creatures and debilitating or disabling others. This spell's effects depend on each target's CR.

\r\n

A creature of CR 5 or lower is slain by this spell. If it succeeds at a Fortitude saving throw, it is instead reduced to 1 Hit Point.

\r\n

A creature of CR 6–10 takes 10d20 damage and is stunned for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the stunned effect.

\r\n

A creature of CR 11–14 takes 8d20 damage and is staggered for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the staggered effect.

\r\n

A creature of CR 15 or higher takes 6d20 damage. If it succeeds at a Fortitude saving throw, it takes half damage.

\r\n

Regardless of whether the target succeeds at its saving throw, it still might die from the damage this spell deals, though in this case the spell is not a death effect.

", "targets" : "up to one creature/2 levels, no two of which can be more than 30 ft. apart" }, { "targets" : null, "descriptor" : "mind-affecting", "pfclass" : "mystic", "description_formated" : "

Choose one object or creature you can see within long range (400 feet + 40 feet/level). You alter your perceptions to become convinced the target is an illusion. For you, the target becomes transparent and does not create sound or smell. Until the spell ends, you can move through the target unimpeded and the target can move through you. The target's nonmagical attacks can't harm you, and the target's magical attacks deal half damage to you. The target's non-damaging magical abilities have only a 50% chance of affecting you, and you are immune to all its sonic, language-dependent, and scent-based attacks. However, your attacks deal no damage to the target, and your magical abilities don't affect the target at all. You or the target can affect each other normally through intermediaries. For instance, while the target would be immune to the direct effects of your charm monster spell, if you charmed another creature that then attacked the target creature, the target would not be immune to the damage from that attack.

", "area" : null, "range" : "personal", "short_description" : "You convince yourself one creature or object is an illusion.", "name" : "Subjective Reality", "saving_throw" : null, "effect" : null, "components" : " ", "level" : "6", "spell_resistence" : null, "casting_time" : "1 standard action", "school" : "illusion", "duration" : "1 round/level" }, { "spell_resistence" : "yes", "casting_time" : "1 standard action", "school" : "enchantment", "duration" : "1 hour/level or until completed", "short_description" : "Compel (CASTERLEVEL) targets to follow stated course of action.", "range" : "medium", "level" : "6", "components" : " ", "name" : "Suggestion, Mass", "saving_throw" : "Will negates", "effect" : null, "pfclass" : "mystic", "descriptor" : "compulsion, language-dependent, mind-affecting", "area" : null, "description_formated" : "

This spell functions as suggestion, except it can affect more creatures. All of the affected creatures are subject to the same suggestion.

", "targets" : "up to one creature/level, no two of which can be more than 30 ft. apart" }, { "spell_resistence" : "no yes (object)", "casting_time" : "1 standard action", "school" : "conjuration", "duration" : "instantaneous", "short_description" : "Use your telepathic bond with a creature to teleport to its location.", "range" : "touch", "components" : " ", "level" : "6", "name" : "Telepathic Jaunt", "effect" : null, "saving_throw" : "none Will negates (object)", "pfclass" : "mystic", "descriptor" : "teleportation", "area" : null, "description_formated" : "

Telepathic jaunt thrums along the mental connection you have with a creature with which you currently have an active telepathic bond via your mystic telepathic bond class feature (but not via the telepathic bond spell), and it instantly teleports you to that creature. This spell teleports you to a random, unoccupied square adjacent to the creature with which you have the telepathic bond. If no such square is available, you teleport to the closest eligible square; if the nearest eligible square is more than 50 feet away from the creature, this spell fails.

\r\n

You can be transported any distance within a plane, even across the galaxy, but you can't travel between planes, and you can't transport yourself to a creature if one of you is traveling via Drift travel and the other isn't. In addition to yourself, you can transport any objects you carry as long as their weight doesn't exceed your maximum load. You can also bring up to six additional willing or unconscious Medium or smaller creatures (each carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. There must be sufficient space near the creature with which you have the telepathic bond for all the creatures you are teleporting, or this spell fails.

", "targets" : "you and touched objects and other touched willing or unconscious creatures" }, { "targets" : "one creature", "descriptor" : null, "pfclass" : "mystic", "area" : null, "description_formated" : "

You confer upon the target the ability to see all things within 120 feet as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects that are invisible or displaced, sees through illusions, and sees the true form of changed or transmuted things. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).

\r\n

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

", "range" : "touch", "short_description" : "Target can see things as they really are.", "name" : "True Seeing", "saving_throw" : "Will negates (harmless)", "effect" : null, "level" : "6", "components" : " ", "spell_resistence" : "yes (harmless)", "casting_time" : "1 standard action", "school" : "divination", "duration" : "1 minute/level" }, { "targets" : null, "descriptor" : null, "pfclass" : "mystic", "description_formated" : "

You pose a question about some person, place, or object while casting this spell. If the person or object is at hand or if you are in the place in question and you succeed at a caster level check (1d20 + your caster level, DC 20), you receive a vision about that person, place, or object. The information gained includes everything available about the target that could be discovered by spending weeks in dedicated research with excellent-quality but standard reference works.

\r\n

If the person or object is not at hand or you are not in the place and you know only detailed information about the person, place, or object, the DC of the caster level check is 25 and the information gained is incomplete (though it often provides enough information to help you find the person, place, or thing, thus allowing a better vision result next time). If you know only rumors, the DC is 30 and the information gained is vague (though it often directs you to more detailed information, thus allowing a better vision result next time). In most circumstances, you can't glean information about what occurred during the Gap with this spell.

\r\n

Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point.

\r\n", "area" : null, "range" : "personal", "short_description" : "Answer a question about a person place or object.", "name" : "Vision", "effect" : null, "saving_throw" : null, "components" : " ", "level" : "6", "spell_resistence" : null, "casting_time" : "1 standard action", "school" : "divination", "duration" : "see text" } ]