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

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

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

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

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

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

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

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

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

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

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

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

Success The target is unaffected.

Failure The target is flat-footed.

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

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

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

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

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

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

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

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

Success The target takes half damage.

Critical Success The target takes no damage.

Failure The target takes full damage.

Critical Failure Double damage and enfeebled 1 for 1 round.

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

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

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

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

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

You ward your ally against the attacks and hostile spells of the target enemy. The target ally gains a +1 conditional bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.

Heightened (6th) The conditional bonus increases to +2.

", "duration": "concentration, up to 1 minute", "level": 0, "material_costs": "", "name": "Forbidding Ward", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "abjuration", "short_description": "Forbidding Ward", "targets": "one all and one enemy", "traits": "cantrip, abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it's bolstered.

", "duration": "until the start of your next turn or until dismissed", "level": 0, "material_costs": "", "name": "Guidance", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Guidance", "targets": "one creature", "traits": "cantrip, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

In your mind's eye, you see a path northward. You immediately know which direction is north (if there is such a thing as north at your current location).

Heightened (7th) You can choose to instead know the direction to a specific location with which you are very familiar, such as a previous home, a favorite tavern, or the temple where you trained.

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

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

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

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

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

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

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

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

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

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

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

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

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

", "duration": "concentration", "level": 0, "material_costs": "", "name": "Prestidigitation", "pfclass": "occult", "range": "10 feet", "saving_throw": "", "school": "evocation", "short_description": "Prestidigitation", "targets": "one object (cook, lift, or tidy only)", "traits": "evocation, cantrip" }, { "area": "", "casting_time": "1 minute", "components": "V, S", "description_formated": "

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

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

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

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

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

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

Heightening the spell increases the Hardness.

Heightened (3rd) Hardness 10.

Heightened (5th) Hardness 15.

Heightened (7th) Hardness 20.

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

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

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

Heightened (3rd) 1 month.

Heightened (5th) 1 year.

Heightened (7th) The sigil never fades.

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

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

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

Success Full damage.

Critical Success Double damage.

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

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

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

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

", "duration": "instantaneous", "level": 0, "material_costs": "", "name": "Telekinetic Projectile", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Telekinetic Projectile", "targets": "one creature", "traits": "attack, evocation, cantrip" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

", "duration": "8 hours", "level": 1, "material_costs": "", "name": "Alarm", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Alarm", "targets": "", "traits": "abjuration" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Divine censure makes it difficult for your enemies to attack. Targets take a -1 conditional penalty to attack rolls. Bane can dispel bless.

", "duration": "concentration, up to 1 minute", "level": 1, "material_costs": "", "name": "Bane", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "enchantment", "short_description": "Bane", "targets": "enemies in the aura", "traits": "enchantment, mental" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Blessings from beyond make your companions potent. They gain a +1 conditional bonus to attack rolls. Bless can dispel bane.

", "duration": "concentration, up to 1 minute", "level": 1, "material_costs": "", "name": "Bless", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "enchantment", "short_description": "Bless", "targets": "you and allies in the aura", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

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

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

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

Swirling colors affect viewers based on their Will saves.

Success Dazzled for 1 round.

Critical Success The target is unaffected.

Failure Blinded for 1 round, dazzled for 4 rounds.

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

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

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

Success The target is unaffected.

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

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

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

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

Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.

Only divine spellcasters, undead, and beings from the Outer Sphere have an alignment aura if they are 6th level or higher.

Heightened (2nd) You also learn each aura's location and strength.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Detect Alignment", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Alignment", "targets": "", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

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

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

", "duration": "varies", "level": 1, "material_costs": "", "name": "Fear", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Fear", "targets": "one creature", "traits": "enchantment, fear, mental, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 hour of until dismissed", "level": 1, "material_costs": "", "name": "Floating Disk", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Floating Disk", "targets": "", "traits": "conjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.

", "duration": "instantaneous", "level": 1, "material_costs": "", "name": "Mindlink", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Mindlink", "targets": "one willing creature", "traits": "mental, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Choose chaotic, evil, good, or lawful when you cast this spell. If you choose chaos, this spell gains the lawful trait and vice versa. If you choose evil, this spell gains the good trait and vice versa.

The target gains a +1 conditional bonus to their Armor Class against attacks by creatures of the chosen alignment and on saving throws against effects created by such creatures. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

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

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

Success The target gains enfeebled 1.

Critical Success The target is unaffected.

Failure The target gains enfeebled 2.

Critical Failure The target gains enfeebled 3.

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

Creatures attempting to attack the target must attempt a Will save each time, with outcomes depending on their saves. If the target acts in a hostile manner, the spell is dismissed.

Success The creature can attempt its attack and any other attacks against the target this turn.

Critical Success Sanctuary is dismissed.

Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.

Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.

", "duration": "1 minute or until dismissed", "level": 1, "material_costs": "", "name": "Sanctuary", "pfclass": "occult", "range": "touch", "saving_throw": "Will", "school": "abjuration", "short_description": "Sanctuary", "targets": "one creature", "traits": "abjuration" }, { "area": "5-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

Critical Success Unaffected.

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

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

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

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

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

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

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

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

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

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

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

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

", "duration": "1 minute", "level": 1, "material_costs": "", "name": "Ventriloquism", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "auditory, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future, and reveals the GM's best guess among the following outcomes.

The GM rolls a secret DC 6 flat check. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone casts augury on the same topic, use the secret roll result from the first casting. It's possible to get a different result if circumstances change.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Augury", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Augury", "targets": "", "traits": "divination, prediction" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Blur", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Blur", "targets": "one creature", "traits": "visual, illusion" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Creatures in the area become calm, depending on their Will saves.

Success Calming urges give a -1 conditional penalty to attack rolls.

Critical Success The creature is unaffected.

Failure You suppress emotion effects and prevent the creature from acting hostile. If it is subject to hostility from any other creature, it ceases to be affected by calm emotions.

Critical Failure As failure, but hostility doesn't end the effect.

", "duration": "concentration, up to 1 minute", "level": 2, "material_costs": "", "name": "Calm Emotions", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Calm Emotions", "targets": "", "traits": "emotion, enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "unlimited", "level": 2, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

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

You gain darkvision.

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

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

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

Success The target is deafened for 1 round.

Critical Success The target is unaffected.

Failure The target is deafened for 10 minutes.

Critical Failure The target is deafened permanently.

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

You snuff out a creature at the brink of death, based on its Will save. If this kills it, you gain 10 temporary HP and a +1 conditional bonus to attack and damage rolls for 10 minutes.

Success The target increases its dying value by 1.

Critical Success The target is unaffected.

Failure The target dies.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Death Knell", "pfclass": "occult", "range": "touch", "saving_throw": "Will", "school": "necromancy", "short_description": "Death Knell", "targets": "one living creature at 0 HP", "traits": "death, necromancy, attack" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.

Only divine spellcasters, undead, and beings from the Outer Sphere have an alignment aura if they are 6th level or higher.

Heightened (2nd) You also learn each aura's location and strength.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Detect Alignment", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Alignment", "targets": "", "traits": "divination, detection" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

All creatures in the area are limned in colorful, heatless fire of a color of your choice. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being unseen.

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

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

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

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

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

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

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

You touch the target to afflict it with ghoul fever; the target must attempt a Fortitude save.

Success The target takes a \u00e2\u20ac\u201c2 conditional penalty to saving throws against ghoul fever for 1 day or until she contracts it, whichever comes first.

Critical Success unaffected

Failure The target is afflicted with ghoul fever at stage 1.

Critical Failure The target is afflicted with ghoul fever at stage 2. Ghoul Fever (disease) Level 3; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul at the next midnight.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Ghoulish Cravings", "pfclass": "occult", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Ghoulish Cravings", "targets": "one creature", "traits": "evil, necromancy, attack, disease" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

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

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

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

Critical Success Unaffected.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

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

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

Knock dispels lock.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The target is stricken by intense paranoia towards all creatures around it, with effects determined by the outcome of its Will saving throw.

Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures that were previously allies, treating only itself as an ally. The spell ends after 1 round.

Critical Success The target is unaffected.

Failure Per success, but the effect lasts the full minute.

Critical Failure Per failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against these enemies regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as normal and will likely prefer to attack enemies that are actively attacking or hindering it.

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

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Paranoia", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Paranoia", "targets": "one creature", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

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

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

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

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

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

You can counteract a single fear effect that the target suffers from. This can also remove nonmagical fear effects if the source's level is equal to or lower than double remove fear's level. This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Remove Fear", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Remove Fear", "targets": "one creature", "traits": "enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect inflicting paralysis on the creature. This does not cure someone who suffers paralysis from some natural state or effect, such a being paralyzed from birth or paralysis caused by nonmagical wounds or toxins.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Remove Paralysis", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Paralysis", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Resist Energy", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Restoration", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "healing, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect making the target blinded or deafened. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who is missing the sense from some natural state or effect, such as from birth or from a nonmagical wound or toxin.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Restore Senses", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restore Senses", "targets": "one creature", "traits": "healing, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

The target makes no sound, preventing creatures from noticing it using hearing. The target can't use sonic attacks, nor can it use actions with the auditory trait. (This prevents it from casting spells that include Verbal Casting actions.)

Heightened (4th) The silence effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the effects listed above. Depending upon the position of the effect, a creature might be able to notice the lack of sound reaching it. For example, if the silence effect blocks a corridor leading to a noisy party, a creature might notice those sounds abruptly cease.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Silence", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Silence", "targets": "one willing creature", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 2, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (+2) The weapon's damage increases by 1d8.

", "duration": "concentration, up to 1 minute", "level": 2, "material_costs": "", "name": "Spiritual Weapon", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Spiritual Weapon", "targets": "", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

As long as you and the target are on the same plane of existence and both alive, you know the target's direction from you, its distance from you, and any conditions affecting it.

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

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Status", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Status", "targets": "one willing living creature", "traits": "divination, detection" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

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

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

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

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

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

The target registers as neutral to all effects that would detect its alignment.

", "duration": "1 day", "level": 2, "material_costs": "", "name": "Undetectable Alignment", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Undetectable Alignment", "targets": "one creature or object", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 minute", "level": 2, "material_costs": "", "name": "Ventriloquism", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Ventriloquism", "targets": "", "traits": "auditory, illusion" }, { "area": "20-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

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

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

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

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

Success The target is blinded until its next turn begins.

Critical Success The target is unaffected.

Failure The target is blinded for 1 minute.

Critical Failure The target is blinded permanently.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Blindness", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Blindness", "targets": "one creature", "traits": "necromancy" }, { "area": "10-foot-aura centered on the touched creature", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Choose chaotic, evil, good, or lawful. If you choose chaos, this spell gains the lawful trait and so on. Creatures in the area gain a +1 conditional bonus to AC against attacks by creatures of the chosen alignment and saves against effects from such creatures. This increases to +3 against effects from such creatures that directly control the target and attacks made by such summoned creatures.

Summoned creatures of the chosen alignment can't willingly enter without a Will save. Use the first result for repeated attempts.

Heightened (4th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Circle of Protection", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Circle of Protection", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

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

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

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

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

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

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

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

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

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

You gain darkvision.

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

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

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

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

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

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

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

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

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

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

Critical Success The target is unaffected.

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

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

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

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

Success The target is frightened 1.

Critical Success The target is unaffected.

Failure The target is frightened 2.

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

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

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

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

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

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

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

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

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

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

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

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

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

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

You tap the target's inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.

Heightened (5th) The conditional bonus increases to +2.

Heightened (8th) The conditional bonus increases to +3.

", "duration": "10 minutes", "level": 3, "material_costs": "", "name": "Heroism", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Heroism", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

", "duration": "10 minutes or until dismissed", "level": 3, "material_costs": "", "name": "Humanoid Form", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 10 Recall Knowledge actions as part of Casting this Spell. If you have any special abilities or free actions that would trigger when you Recall Knowledge, you can't use them for these actions.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Hypercognition", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Hypercognition", "targets": "", "traits": "divination" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

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

Success Unaffected.

Failure The target is fascinated by the pattern.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

", "duration": "1 hour", "level": 3, "material_costs": "", "name": "Item Facade", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Item Facade", "targets": "one object no more than 10 feet by 10 feet by 10 feet", "traits": "illusion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Levitate", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Levitate", "targets": "one unattended object or willing creature", "traits": "evocation" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

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

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

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

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

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

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

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

", "duration": "unlimited", "level": 3, "material_costs": "", "name": "Secret Page", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Secret Page", "targets": "one page up to 3 square feet in size", "traits": "visual, illusion" }, { "area": "5-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

Critical Success Unaffected.

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

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

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

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

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

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

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

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 3, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

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

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

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

", "duration": "instantaneous", "level": 3, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Creatures within the area or those entering it have difficulty lying, depending on their Will saves. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the area. It keeps the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment. Therefore, they can avoid answering questions to which they would normally respond with a lie, or they might be evasive as long as they remain within the boundaries of the truth.

Success The target takes a -1 conditional penalty to Deception checks.

Critical Success Unaffected.

Failure The target can't speak any deliberate and intentional lies and takes a \u20131 conditional penalty to Deception checks.

Critical Failure The target can't speak any deliberate and intentional lies and takes a \u20134 conditional penalty to Deception checks.

", "duration": "10 minutes", "level": 3, "material_costs": "", "name": "Zone of Truth", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Zone of Truth", "targets": "", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

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

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

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

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

", "duration": "1 hour or until dismissed", "level": 4, "material_costs": "", "name": "Charm", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "emotion, enchantment, mental" }, { "area": "10-foot-aura centered on the touched creature", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Choose chaotic, evil, good, or lawful. If you choose chaos, this spell gains the lawful trait and so on. Creatures in the area gain a +1 conditional bonus to AC against attacks by creatures of the chosen alignment and saves against effects from such creatures. This increases to +3 against effects from such creatures that directly control the target and attacks made by such summoned creatures.

Summoned creatures of the chosen alignment can't willingly enter without a Will save. Use the first result for repeated attempts.

Heightened (4th) The duration increases to 1 hour.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Circle of Protection", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Circle of Protection", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

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

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

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

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

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

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

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

Success Babbles incoherently and is slowed 1 for 1 round.

Critical Success The target is unaffected.

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

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

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

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

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

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

", "duration": "unlimited", "level": 4, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "20-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

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

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

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

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

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

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

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

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

Success The effect lasts for 1 round.

Critical Success No effect.

Failure The effect lasts for 1 minute.

Critical Failure The effects lasts for 1 hour.

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

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

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

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

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

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

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

Success The target is enervated 1.

Critical Success The target is unaffected.

Failure The target is enervated 2.

Critical Failure The target is enervated 4.

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

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

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

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

The target gains a fly Speed of 30 feet.

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

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

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

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

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

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

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Magic Missile", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.

Success The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell (usually by spending the Identify Magic action).

Critical Success The target is unaffected and realizes you tried to alter its memory.

Failure During the first 5 minutes of the spell's duration, you can Concentrate on the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.

Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.

Heightened (6th) You can cast the spell on a willing target in order to suppress all memory of a particular topic, detailed in 50 words or fewer. The spell patches these omissions with indistinct haze. Instead of having a duration, the effects last indefinitely even in the absence of magic and can be removed only by powerful spells such as alter reality.

", "duration": "permanent", "level": 4, "material_costs": "", "name": "Modify Memory", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "divination", "short_description": "Modify Memory", "targets": "one creature", "traits": "mental, divination" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

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

Failure The target awakens fatigued.

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

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

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

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

Critical Success The target is unaffected.

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

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

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

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

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

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

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

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

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

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

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 4, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

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

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

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

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

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

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

", "duration": "24 hours", "level": 4, "material_costs": "", "name": "Private Sanctum", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Private Sanctum", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Read Omens", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Read Omens", "targets": "", "traits": "divination, prediction" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You attempt to remove one curse afflicting the target. Treat this as counteracting the curse (see page 319). If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but doesn't remove the curse from the item.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Remove Curse", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Curse", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

Failure The sphere has its normal effect.

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

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

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

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

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

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Restoration", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "healing, necromancy" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

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

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

The target makes no sound, preventing creatures from noticing it using hearing. The target can't use sonic attacks, nor can it use actions with the auditory trait. (This prevents it from casting spells that include Verbal Casting actions.)

Heightened (4th) The silence effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the effects listed above. Depending upon the position of the effect, a creature might be able to notice the lack of sound reaching it. For example, if the silence effect blocks a corridor leading to a noisy party, a creature might notice those sounds abruptly cease.

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

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 4, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 4, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (+2) The weapon's damage increases by 1d8.

", "duration": "concentration, up to 1 minute", "level": 4, "material_costs": "", "name": "Spiritual Weapon", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Spiritual Weapon", "targets": "", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

As long as you and the target are on the same plane of existence and both alive, you know the target's direction from you, its distance from you, and any conditions affecting it.

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

", "duration": "1 day", "level": 4, "material_costs": "", "name": "Status", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Status", "targets": "one willing living creature", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

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

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 4, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You grant the corpse a semblance of life, which it uses to speak the answers to three questions. This uses the physical body's latent memories rather than calling back the deceased's spirit, so the corpse must be mostly intact. The more damage it has taken, the more inaccurate or patchwork its answers, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist the questions as if it were the original creature at its time of death, with the following effects.

Success The target can lie or refuse to answer your questions.

Critical Success The target can lie or refuse to answer your questions, and the target's spirit haunts you throughout the day, bothering you and causing you to be unable to gain any rest for 1 day.

Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.

Critical Failure Per failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a \u20132 conditional penalty to Deception checks to deceive you.

", "duration": "10 minutes", "level": 4, "material_costs": "", "name": "Talking Corpse", "pfclass": "occult", "range": "touch", "saving_throw": "Will", "school": "necromancy", "short_description": "Talking Corpse", "targets": "one corpse", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

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

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

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

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

", "duration": "1 hour or until dismissed", "level": 4, "material_costs": "", "name": "Veil", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your touch afflicts the target with Abyssal plague. The effect is based on the target's Fortitude save. Success \u20132 conditional penalty on saves vs. Abyssal plague for 1 day or she contracts it, whichever comes first.

Critical Success The target is unaffected.

Failure Afflicted with Abyssal plague at stage 1.

Critical Failure Afflicted with Abyssal plague at stage 2.

Abyssal Plague (disease) Level 9. The drained condition from Abyssal plague can't be recovered until the disease is cured.

Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Abyssal Plague", "pfclass": "occult", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Abyssal Plague", "targets": "one creature", "traits": "chaotic, attack, evil, disease, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature resists being banished.

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

Failure The creature is banished.

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

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

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

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

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

", "duration": "1 minunte or until dismissed", "level": 5, "material_costs": "", "name": "Black Tentacles", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Black Tentacles", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

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

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

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

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


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

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

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

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

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

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

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

Success The attacker is unaffected.

Failure The attacker is blinded for 1 round.

Critical Failure The attacker is stunned for 1 round.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Cloak of Colors", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Cloak of Colors", "targets": "one creature", "traits": "visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is unaffected.

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

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

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

", "duration": "until the end of the target's next turn", "level": 5, "material_costs": "", "name": "Command", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Command", "targets": "one creature", "traits": "mental, lingual, enchantment, auditory" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 5, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You inflict despair on creatures in the area. The effects are determined for each creature by its Will save.

Success For 1 round, it can't take reactions and must attempt another save at the start of its turn or be slowed 1 for that turn as it sobs uncontrollably.

Critical Success The creature is unaffected.

Failure As a success, but lasting 1 minute.

Critical Failure As failure, but automatically slowed 1 for 1 minute.

Heightened (7th) The area increases to a 60-foot cone.

", "duration": "1 or more rounds", "level": 5, "material_costs": "", "name": "Crushing Despair", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "enchantment", "short_description": "Crushing Despair", "targets": "", "traits": "mental, emotion, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is protected from negative energy. It receives a +4 conditional bonus to saves against death and negative effects, gains resistance 10 to negative, and suppresses the effects of enervated.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Death Ward", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Death Ward", "targets": "one creature touched", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Dimension Door", "pfclass": "occult", "range": "60 feet", "saving_throw": "", "school": "conjuration", "short_description": "Dimension Door", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "1 reaction", "components": "Sr", "description_formated": "

The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with an appropriate fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target acts hostile, the spell is dismissed afterward. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell isn't dismissed if the target acts hostile.

", "duration": "concentration, up to 1 minute", "level": 5, "material_costs": "", "name": "Drop Dead", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "illusion", "short_description": "Drop Dead", "targets": "one creature", "traits": "visual, illusion" }, { "area": "100-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Concentrate on the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, you can attempt a Perception check to disbelieve the illusion, though even if you're successful, you can't learn what's truly going on in the area.

", "duration": "24 hours", "level": 5, "material_costs": "", "name": "False Vision", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "False Vision", "targets": "", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 day", "level": 5, "material_costs": "", "name": "Gentle Repose", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Gentle Repose", "targets": "one corpse", "traits": "necromancy" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Hallucination", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "50-foot burst", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

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

", "duration": "24 hours", "level": 5, "material_costs": "", "name": "Hallucinatory Terrain", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Hallucinatory Terrain", "targets": "", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You tap the target's inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.

Heightened (5th) The conditional bonus increases to +2.

Heightened (8th) The conditional bonus increases to +3.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Heroism", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Heroism", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

", "duration": "10 minutes or until dismissed", "level": 5, "material_costs": "", "name": "Humanoid Form", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Humanoid Form", "targets": "", "traits": "polymorph, transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 5, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Illusory Object", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Object", "targets": "", "traits": "illusion, visual" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 5, "material_costs": "", "name": "Illusory Scene", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "illusion, auditory, visual" }, { "area": "10-foot aura", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

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

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

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

", "duration": "10 minutes or until dismissed", "level": 5, "material_costs": "", "name": "Invisibility Sphere", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Invisibility Sphere", "targets": "you and any number of creatures in range", "traits": "illusion, visual" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

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

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

", "duration": "concentration", "level": 5, "material_costs": "", "name": "Locate", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Locate", "targets": "one specific object or type of object", "traits": "detection, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You afflict the target with the curse of the roiling sea, depending on its Will save.

Success The target becomes sick 1. Reducing its sick condition to 0 ends the curse.

Critical Success The target is unaffected.

Failure The target becomes sick 1 and can't reduce its sick condition below 1 while the curse remains. Whenever it is sick and on the water at least a mile from shore, it is also slowed 1.

Critical Failure Per failure, but the target becomes sick 2.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Mariner's Curse", "pfclass": "occult", "range": "touch", "saving_throw": "Will", "school": "necromancy", "short_description": "Mariner's Curse", "targets": "one creature", "traits": "necromancy, attack, curse" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You access the target's memories and knowledge unless it fends you off with a Will save.

Success The target is unaffected.

Failure Each round of the probe's duration, you ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target sends you a false answer that you believe is a truthful answer.

Critical Failure Per failure, but the target takes a \u20134 circumstance penalty to Deception checks against questions you ask as part of the probe.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Mind Probe", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "divination", "short_description": "Mind Probe", "targets": "one creature", "traits": "mental, lingual, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 5, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

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

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

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

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

", "duration": "8 hours or until dismissed", "level": 5, "material_costs": "", "name": "Phantom Steed", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.

The first time you Concentrate on the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but if you and the eye ever cease to be on the same plane of existence, the spell ends immediately. You can attempt Seek actions through the eye if you want to attempt Perception checks with it.

", "duration": "concentration up to 10 minutes", "level": 5, "material_costs": "", "name": "Prying Eye", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "divination", "short_description": "Prying Eye", "targets": "", "traits": "scrying, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "See Invisibility", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "See Invisibility", "targets": "", "traits": "divination, revelation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You send the creature a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Sending", "pfclass": "occult", "range": "planetary", "saving_throw": "", "school": "divination", "short_description": "Sending", "targets": "one familiar creature", "traits": "divination" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 5, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "1 reaction", "components": "Vr", "description_formated": "

You transform the triggering spell into a partially illusory version of itself. Treat this as a dispel attempt, except that if the dispel attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. Treat shadow siphon's counteract level as 2 higher for this dispel attempt.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Shadow Siphon", "pfclass": "occult", "range": "60 feet", "saving_throw": "", "school": "illusion", "short_description": "Shadow Siphon", "targets": "the triggering spell", "traits": "shadow, illusion" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

The targets enter the edge of the Shadow Plane, where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane, and while on the Shadow Plane, they are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together appear together).

", "duration": "8 hours or until dismissed", "level": 5, "material_costs": "", "name": "Shadow Walk", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Shadow Walk", "targets": "you and up to nine willing creatures touched", "traits": "teleportation, conjuration, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 5, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You emit a pulsating mental blast through the minds of all enemies in the area, with effects depending on their Will saves.

Success Slowed 1 for 1 round.

Critical Success Unaffected.

Failure Slowed 2 for 1 round.

Critical Failure Stunned for 1 round.

", "duration": "1 round", "level": 5, "material_costs": "", "name": "Synaptic Pulse", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Synaptic Pulse", "targets": "30-foot aura", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's senses are acutely rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, depending on the target's Will save.

Success The target is affected for 1 round.

Critical Success The target is unaffected.

Failure The target is affected for 1 minute.

Critical Failure Per failure, and the target is stunned for 1 round as it attempts to process the sensory shifts.

Heightened (9th) You can target up to five creatures.

", "duration": "1 minute", "level": 5, "material_costs": "", "name": "Synesthesia", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Synesthesia", "targets": "one creature", "traits": "mental, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

When you cast this spell, you move the target up to 20 feet, potentially suspending it in midair. When you Concentrate on the Spell, you can do so again, and you can choose a different eligible target.

", "duration": "concentration, up to 1 minute", "level": 5, "material_costs": "", "name": "Telekinetic Haul", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Telekinetic Haul", "targets": "one object weighing up to 500 pounds and with no dimension longer than 20 feet", "traits": "evocation" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

The targets can communicate telepathically with any or all of the other targets from any point on the same planet.

", "duration": "8 hours", "level": 5, "material_costs": "", "name": "Telepathic Bond", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Telepathic Bond", "targets": "you and up to four willing creatures", "traits": "mental, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target can understand the meaning of the words of all languages as well as speak the languages of other creatures. When in a mixed group of creatures, each time she speaks, the target can choose a creature and speak in a language that creature understands, even if she doesn't know what language that is.

", "duration": "10 minutes", "level": 5, "material_costs": "", "name": "Tongues", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Tongues", "targets": "one creature", "traits": "divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 5, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

", "duration": "1 hour or until dismissed", "level": 5, "material_costs": "", "name": "Veil", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "visual, illusion" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Collective Transposition", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 6, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Detect Scrying", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Detect Scrying", "targets": "", "traits": "divination, detection" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Success Slowed 1 for 1 round as it fights off your commands.

Critical Success The target is unaffected.

Failure The target follows your orders but attempts a Will save at the end of each of its turns. On success, the spell is dismissed.

Critical Failure As failure, but the target receives a new save only whenever you give it a new order, and even then only if the new order is against its nature, such as killing its allies.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "1 day, or until dismissed", "level": 6, "material_costs": "", "name": "Dominate", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Dominate", "targets": "", "traits": "mental, enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 day", "level": 6, "material_costs": "", "name": "False Life", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You drastically reduce the target's mental faculties. The effect depends on the target's Will save.

Success The target is stupefied 2 for 1 round.

Critical Success The target is unaffected.

Failure The target is stupefied 4 with a permanent duration.

Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, she becomes an NPC under the GM's control.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Feeblemind", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Feeblemind", "targets": "one humanoid creature", "traits": "enchantment, mental, curse" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 6, "material_costs": "", "name": "Hallucination", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 6, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 6, "material_costs": "", "name": "Illusory Scene", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "illusion, auditory, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "1 day", "level": 6, "material_costs": "", "name": "Mage Armor", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

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

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

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Magic Missile", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You turn yourself invisible and create an illusory duplicate of yourself. When you Concentrate on the Spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the invisibility and the duplicate remain as long as you concentrate. Per a 4th-level invisibility spell, committing a hostile action doesn't end mislead's invisibility. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that can see your invisible form doesn't necessarily know your duplicate is an illusion.

If you Cast a Spell, attack, or otherwise interact with another creature, you can attempt a Deception check as part of that action against observers' Perception DCs to convince them your duplicate took that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray you could make it look like it came from the duplicate, if the duplicate is positioned appropriately, but if you attack with a staff and your duplicate is across the room from the target, your attempt at deception would fail.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Mislead", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "illusion", "short_description": "Mislead", "targets": "", "traits": "illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.

Success The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell (usually by spending the Identify Magic action).

Critical Success The target is unaffected and realizes you tried to alter its memory.

Failure During the first 5 minutes of the spell's duration, you can Concentrate on the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.

Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.

Heightened (6th) You can cast the spell on a willing target in order to suppress all memory of a particular topic, detailed in 50 words or fewer. The spell patches these omissions with indistinct haze. Instead of having a duration, the effects last indefinitely even in the absence of magic and can be removed only by powerful spells such as alter reality.

", "duration": "permanent", "level": 6, "material_costs": "", "name": "Modify Memory", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "divination", "short_description": "Modify Memory", "targets": "one creature", "traits": "mental, divination" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is stricken by intense paranoia towards all creatures around it, with effects determined by the outcome of its Will saving throw.

Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures that were previously allies, treating only itself as an ally. The spell ends after 1 round.

Critical Success The target is unaffected.

Failure Per success, but the effect lasts the full minute.

Critical Failure Per failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against these enemies regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as normal and will likely prefer to attack enemies that are actively attacking or hindering it.

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

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Paranoia", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Paranoia", "targets": "one creature", "traits": "mental, illusion" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

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

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 6, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

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

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

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

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

", "duration": "8 hours or until dismissed", "level": 6, "material_costs": "", "name": "Phantom Steed", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Phantom Steed", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single fear effect that the target suffers from. This can also remove nonmagical fear effects if the source's level is equal to or lower than double remove fear's level. This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Remove Fear", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Remove Fear", "targets": "one creature", "traits": "enchantment" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect inflicting paralysis on the creature. This does not cure someone who suffers paralysis from some natural state or effect, such a being paralyzed from birth or paralysis caused by nonmagical wounds or toxins.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Remove Paralysis", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Remove Paralysis", "targets": "one creature", "traits": "necromancy, healing" }, { "area": "aura up to 40 feet", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

From you extends an aura that prevents creatures from approaching you. When casting the spell, you can make the field any radius you choose, up to 40 feet. Creatures must attempt a Will save if they're in the aura when you cast the spell or as soon as they enter the aura while it's in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it moves voluntarily toward you. For example, if you move closer to a creature, it doesn't then need to move away.

Success The creature treats each square in the aura as difficult terrain when is moving closer to you.

Critical Success The creature's movement is not restricted.

Failure The creature can't move closer to you while in the aura.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Repulsion", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "abjuration", "short_description": "Repulsion", "targets": "", "traits": "abjuration, mental" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.

Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Restoration", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restoration", "targets": "one creature", "traits": "healing, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can counteract a single effect making the target blinded or deafened. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who is missing the sense from some natural state or effect, such as from birth or from a nonmagical wound or toxin.

Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Restore Senses", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Restore Senses", "targets": "one creature", "traits": "healing, necromancy" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

Scrying works like clairvoyance, except that the image you receive is less precise (insufficient for teleport and similar spells) and instead of creating an eye in a set location within 500 feet, you instead create an eye that appears just above the target. You can choose a target either by name or by touching one of its possessions or a fallen piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower. The effect of scrying depends on the target's Will save.

Success The spell fails and the target is bolstered against scrying.

Critical Success The spell fails and the target is bolstered against scrying for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.

Failure The spell succeeds.

Critical Failure The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.

", "duration": "concentration, up to 10 minutes", "level": 6, "material_costs": "", "name": "Scrying", "pfclass": "occult", "range": "planetary", "saving_throw": "Will", "school": "divination", "short_description": "Scrying", "targets": "one creature", "traits": "divination, scrying" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 6, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target becomes slower, depending on its Fortitude save.

Success Slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure Slowed 1 for 1 minute.

Critical Failure Slowed 2 for 1 minute.

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

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Slow", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "transmutation", "short_description": "Slow", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You cause any spells cast on the target to spill out their energy in harmful surges, depending on the target's Will save.

Success Per failure, but the curse (and any persistent force damage from the curse) ends on its own after 1 minute.

Critical Success The target is unaffected.

Failure Whenever the target becomes affected by a spell with a duration, the target takes 1d12 persistent force damage, and each time she takes persistent force damage from spellwrack she reduces the remaining duration of spells affecting her by 1 round. An Arcana check at spellwrack's DC is required to lower the DC of the flat check for the persistent damage from 20 to 15.

Critical Failure Per failure, but the persistent force damage is 2d12.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Spellwrack", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Spellwrack", "targets": "one creature", "traits": "force, abjuration, curse" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

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

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Spirit Blast", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spirit Blast", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (+2) The weapon's damage increases by 1d8.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Spiritual Weapon", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Spiritual Weapon", "targets": "", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 6, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "10 minutes", "level": 6, "material_costs": "", "name": "Telepathy", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Telepathy", "targets": "", "traits": "mental, divination, linguistic" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Teleport", "pfclass": "occult", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You can see things within 60 feet as they actually are. The GM rolls a secret dispel check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "True Seeing", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "True Seeing", "targets": "", "traits": "revelation, divination" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "negative, death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 6, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

Casting Material Casting, Somatic Casting Range 120 feet; Area 10-foot burst Duration concentration, up to 1 minute

You create a pattern of lights in the air that pulses with intense light. Creatures are dazzled while inside the pattern. A creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws.

Success Unaffected.

Failure The target is blinded by the pattern. If it exits the pattern, it gets a new save to recover from the blindness at the end of each of its turns, to a maximum duration of 1 minute.

Critical Failure The target is blinded for 1 minute.

", "duration": "concentration, up to 1 minute", "level": 6, "material_costs": "", "name": "Vibrant Pattern", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Vibrant Pattern", "targets": "", "traits": "visual, illusion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 6, "material_costs": "", "name": "Wall of Force", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "force, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

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

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

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

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


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

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

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

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

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

", "duration": "10 minutes", "level": 7, "material_costs": "", "name": "Chromatic Wall", "pfclass": "occult", "range": "120 feet", "saving_throw": "Reflex/Fort", "school": "abjuration", "short_description": "Chromatic Wall", "targets": "", "traits": "abjuration" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Collective Transposition", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 7, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You inflict despair on creatures in the area. The effects are determined for each creature by its Will save.

Success For 1 round, it can't take reactions and must attempt another save at the start of its turn or be slowed 1 for that turn as it sobs uncontrollably.

Critical Success The creature is unaffected.

Failure As a success, but lasting 1 minute.

Critical Failure As failure, but automatically slowed 1 for 1 minute.

Heightened (7th) The area increases to a 60-foot cone.

", "duration": "1 or more rounds", "level": 7, "material_costs": "", "name": "Crushing Despair", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "enchantment", "short_description": "Crushing Despair", "targets": "", "traits": "mental, emotion, enchantment" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You create a shimmering barrier that attempts to dispel all teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock dispels any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.

", "duration": "1 day", "level": 7, "material_costs": "", "name": "Dimensional Lock", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Dimensional Lock", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 reaction", "components": "Sr", "description_formated": "

The target appears to fall down dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with an appropriate fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target acts hostile, the spell is dismissed afterward. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell isn't dismissed if the target acts hostile.

", "duration": "concentration, up to 1 minute", "level": 7, "material_costs": "", "name": "Drop Dead", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "illusion", "short_description": "Drop Dead", "targets": "one creature", "traits": "visual, illusion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Duplicate Foe", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Energy Aegis", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any directions (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations.

When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.

If you cast this spell when not on the Material Plane, it is lost.

Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The maximum duration is 10 minutes.

", "duration": "concentration, up to 1 minute", "level": 7, "material_costs": "", "name": "Ethereal Jaunt", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Ethereal Jaunt", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target gains a fly Speed of 30 feet.

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

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Fly", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "transmutation", "short_description": "Fly", "targets": "one creature", "traits": "transmutation" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Haste", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "transmutation", "short_description": "Haste", "targets": "one creature", "traits": "transmutation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 7, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 9d4 piercing damage to the touched creature and afflict it with Leng spider venom, depending on its Fortitude save.

Success The target takes 4d6 poison damage.

Critical Success The target is unaffected.

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

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

Leng Spider Venom (poison) Level 13; Maximum Duration 6 rounds; Stage 1 drained 1 (1 round); Stage 2 drained 1 and confused for 1 round (1 round).

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Leng's Sting", "pfclass": "occult", "range": "touch", "saving_throw": "Fort", "school": "necromancy", "short_description": "Leng's Sting", "targets": "one creature", "traits": "poison, attack, necromancy" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects back to the plane where you cast the spell, appearing where you choose within the spell's range. It appears as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once you enter the portal, you can shut the entrance, making it invisible. You and creatures you designated can reopen the door at will with the Interact action, just like opening a physical door. Other creatures must use extraplanar travel, such as plane shift, in order to enter the mansion.

Inside, the demiplane appears to be a mansion with a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you cast the spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance is closed, effects from outside the mansion fail to penetrate it, and vice versa. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes.

A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.

", "duration": "24 hours", "level": 7, "material_costs": "", "name": "Magnificent Mansion", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Magnificent Mansion", "targets": "", "traits": "conjuration, extradimensional" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Mask of Terror", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "mental, illusion, fear, emotion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

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

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

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

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

", "duration": "varies", "level": 7, "material_costs": "", "name": "Paralyze", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "mental, enchantment" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

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

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 7, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

The target or targets move to another dimensional plane, such as the plane of fire, the shadow plane, hell, or the abyss. Attempting to reach a particular plane requires specific knowledge of the plane and a magic tuning fork created from material from that plane; while the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.

The spell is highly imprecise, and you appear 1d20\u00d725 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as teleport, to travel while on the new plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Plane Shift", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "conjuration", "short_description": "Plane Shift", "targets": "one willing creature, or up to eight willing creatures joining hands", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send your mind and soul into the target's body, attempting to take control, and the target must attempt a Will save. You can choose to take the effects of a lower degree of success if you prefer. While you're possessing a target, your true body is unconscious and can't wake up normally.

Success You possess the target but can't control it, riding along in its body while the spell lasts.

Critical Success The target is unaffected.

Failure You possess the target and take partial control of it. Both you and the target can spend actions using the target's body.

Critical Failure You possess the target and take total control. Only you can spend actions using the target's body, and the target can only watch as you manipulate it like a puppet.

Heightened (9th) You can Concentrate on the Spell for up to 10 minutes. If you wish, you can physically enter the creature's body, protecting your physical body while the spell lasts.

", "duration": "concentration up to 1 minute", "level": 7, "material_costs": "", "name": "Possession", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Possession", "targets": "one living creature", "traits": "possession, necromancy, mental" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then roll a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.

1d8 Color Save Effect (Traits)
1 Red Reflex 40 fire damage (fire)
2 Orange Reflex 50 acid damage (acid)
3 Yellow Reflex 65 electricity damage (electricity)
4 Green Fortitude 25 poison damage and enfeebled 1 for 1 minute (poison)
5 Blue Fortitude Affected as if by flesh to stone
6 Indigo Will Confused, per the warp mind spell (mental)
7 Violet Will Slowed 1 for 1 minute; sent to another plane, per plane shift, on a critical failure (teleportation)
8 Potent beam Affected by two beams—roll twice, rerolling any duplicates or 8s
", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Prismatic Spray", "pfclass": "occult", "range": "personal", "saving_throw": "Will, Fort, or None", "school": "evocation", "short_description": "Prismatic Spray", "targets": "", "traits": "evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than an aura spell, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't truly benefit from spells, though any visual manifestations of the spell appear. The image has AC equal to your TAC and the same saves as you. If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Concentrate on the Spell increases to 10 minutes.

", "duration": "concentration up to 1 minute", "level": 7, "material_costs": "", "name": "Project Image", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Project Image", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Resist Energy", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Resist Energy", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

This spell allows you to gain impressions from past events that occurred in your current location. Retrocognition reveals impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute you concentrate, and so on. If you witness a traumatic or turbulent event through an impression, you lose concentration on the spell unless you succeed at a Will save with a DC of 30\u201335, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.

Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

", "duration": "concentration up to 10 minutes", "level": 7, "material_costs": "", "name": "Retrocognition", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Retrocognition", "targets": "", "traits": "divination" }, { "area": "20-foot radius, 40-foot-tall cylinder", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate edge. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the bounds of the spell's area is subjected to normal gravity again.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Reverse Gravity", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Reverse Gravity", "targets": "", "traits": "evocation" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 7, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

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

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Spirit Blast", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spirit Blast", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 7, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Teleport", "pfclass": "occult", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 7, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

", "duration": "1 hour or until dismissed", "level": 7, "material_costs": "", "name": "Veil", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Veil", "targets": "up to 10 creatures", "traits": "visual, illusion" }, { "area": "30-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

An illusion of horrific otherworldly creatures appears within the spell's area. The creatures look like Tiny swarming monsters, with a specific appearance of your choice, such as hellish flies or animated saw blades. Any creature that's inside the burst when it's created, enters the burst, or ends its turn inside the burst must attempt a Will save to avoid taking 11d8 mental damage. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion.

Success Half damage.

Critical Success No damage, and the target can immediately attempt to disbelieve.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The mental damage increases by 1d8.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Visions of Danger", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Visions of Danger", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's mind is thrown into confusion, depending on its Will saving throw.

Success The target is confused for 1 round.

Critical Success The target is unaffected.

Failure The target is confused for 1 minute.

Critical Failure The target is confused permanently.

The effect of warp mind is instantaneous and therefore can't be dispelled until it runs its course, though it can be counteracted by alter reality, miracle, primal phenomenon, restoration, or wish.

", "duration": "1 minute", "level": 7, "material_costs": "", "name": "Warp Mind", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "enchantment", "short_description": "Warp Mind", "targets": "one creature", "traits": "emotion, mental, enchantment" }, { "area": "10-foot aura", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells\u2014such as dispel magic\u2014can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are outside). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and function when the item exits; the ability boost from a potent item isn't suppressed. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.

The field disrupts only magic, so a +3 longsword still functions as a master-quality longsword. Magically created creatures (such as golems) function normally within an antimagic field.

", "duration": "concentration, up to 1 minute", "level": 8, "material_costs": "", "name": "Antimagic Field", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Antimagic Field", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

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

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

", "duration": "1 hour or until dismissed", "level": 8, "material_costs": "", "name": "Charm", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Charm", "targets": "one humanoid creature", "traits": "emotion, enchantment, mental" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Collective Transposition", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success Babbles incoherently and is slowed 1 for 1 round.

Critical Success The target is unaffected.

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

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

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

", "duration": "1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Confusion", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Confusion", "targets": "one creature", "traits": "mental, emotion, enchantment" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 8, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target becomes invisible and is completely silent. This defeats all forms of blindsense and blindsight.

", "duration": "10 minutes", "level": 8, "material_costs": "", "name": "Disappearance", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "illusion", "short_description": "Disappearance", "targets": "one creature", "traits": "visual, auditory, illusion" }, { "area": "", "casting_time": "10 minutes", "components": "V, S, M", "description_formated": "

You discover the target's exact location by name (including the building, community, and country) and plane of existence.

You can target a creature only if you've seen it in person or have a significant belonging or a piece of its body. To target an object, you must have touched it or have a fragment. Discern location overcomes lower-level protections against detection and divination.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Discern Location", "pfclass": "occult", "range": "unlimited", "saving_throw": "", "school": "divination", "short_description": "Discern Location", "targets": "one creature or object", "traits": "divination, detection" }, { "area": "", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

Upon Casting this Spell, any targets\u2014including you\u2014can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell is dismissed.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Dream Council", "pfclass": "occult", "range": "planetary", "saving_throw": "", "school": "illusion", "short_description": "Dream Council", "targets": "up to 12 creatures you know by name and have met in person", "traits": "mental, illusion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Duplicate Foe", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 day", "level": 8, "material_costs": "", "name": "False Life", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

The target consistently believes one thing is another, can't detect something that's there, or detects something that's not there. You choose which of these options applies and determine the specifics of the hallucination. For example, you could make the target think all elves are humans, be unable to detect the presence of his brother, think his beloved pocket watch is always on his person even when it isn't, or believe there's a tower in the center of town.

The target can attempt a Will save to disbelieve the hallucination every time he Seeks or Interacts with the subject of the hallucination. For example, the target could attempt to disbelieve each time he encountered an elf, bumped into his brother accidentally, tried to check his pocket watch, or studied the tower to spot vulnerabilities. The target can attempt to disbelieve with a large circumstance bonus in circumstances determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose Duration 1 day or Targets up to 10 creatures.

Heightened (8th) Choose Duration unlimited or Targets any number of creatures.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Hallucination", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Hallucination", "targets": "one creature", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You tap the target's inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.

Heightened (5th) The conditional bonus increases to +2.

Heightened (8th) The conditional bonus increases to +3.

", "duration": "10 minutes", "level": 8, "material_costs": "", "name": "Heroism", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "enchantment", "short_description": "Heroism", "targets": "one humanoid creature", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 8, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "30-foot burst", "casting_time": "10 minutes", "components": "V, S", "description_formated": "

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements all generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. Wind blowing on an illusory piece of paper would rustle it, for example. A program can be up to 1 minute long, and it repeats when finished. For instance, you could create a programmed scene of two orcs fighting each other, and their fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the fight and at the end of it, but you can smooth the program so it's hard to tell when the loop ends or begins. However, anyone observing long term almost always notices the program looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they were interacting with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor as appropriate.

Heightened (8th) Per 6th-level, and the duration is unlimited.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Illusory Scene", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Scene", "targets": "", "traits": "illusion, auditory, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "1 day", "level": 8, "material_costs": "", "name": "Mage Armor", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

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

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

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Magic Missile", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target appears to be a gruesome and terrifying creature to anyone observing it. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs and a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action or reaction against the target, the creature must attempt a Will save. Once it does, it doesn't need to attempt another save against mask of terror for any actions or reactions it spends until the end of its next turn.

Success The creature is unaffected.

Failure The creature becomes frightened 2 before taking its action or reaction.

Critical Failure The creature becomes frightened 2 and its action or reaction fails and is wasted.

Heightened (8th) You can target up to 5 creatures. If a creature spends an action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Mask of Terror", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Mask of Terror", "targets": "one creature", "traits": "mental, illusion, fear, emotion, visual" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

When you cast maze, you transport the target into an extradimensional maze of eldritch origin. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze.

The possible outcomes of the Survival check or Perception check are as follows.

Success The creature is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.

Critical Success The creature escapes and the spell ends.

Failure The creature makes no progress toward escape.

Critical Failure The creature makes no progress toward escape, and if it was on the right path it no longer is.

Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns in the space it occupied when it was banished, or the nearest space if the original space is now filled. It loses any remaining actions it would have on its current turn, but it can spend reactions normally.

", "duration": "concentration, up to 10 minutes or until dismissed", "level": 8, "material_costs": "", "name": "Maze", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Maze", "targets": "", "traits": "conjuration, extradimensional, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is immune to detection, revelation, and scrying unless the effect is of a higher level than the mind blank spell. The target also gains a +4 conditional bonus to saves against mental effects.

", "duration": "24 hours", "level": 8, "material_costs": "", "name": "Mind Blank", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "abjuration", "short_description": "Mind Blank", "targets": "one creature", "traits": "abjuration" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

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

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 8, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "60-foot wall", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet across and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side. Creatures other than you that come into the wall's light must succeed at a Will save or be blinded for 1 minute. A creature that attempts a save is then bolstered against that particular prismatic wall's blinding effect.

A prismatic wall has seven different colors, each with the effect of a 5th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.

The wall as a whole is immune to dispelling effects of the wall's level or lower, but each color must be dispelled by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is dispelled. Dispelling a color wall removes that color's effect from the wall, and dispelling them all ends prismatic wall.

", "duration": "1 hour or until dismissed", "level": 8, "material_costs": "", "name": "Prismatic Wall", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "abjuration", "short_description": "Prismatic Wall", "targets": "", "traits": "abjuration, light" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

This spell allows you to gain impressions from past events that occurred in your current location. Retrocognition reveals impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute you concentrate, and so on. If you witness a traumatic or turbulent event through an impression, you lose concentration on the spell unless you succeed at a Will save with a DC of 30\u201335, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.

Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

", "duration": "concentration up to 10 minutes", "level": 8, "material_costs": "", "name": "Retrocognition", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Retrocognition", "targets": "", "traits": "divination" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Sa, Ma", "description_formated": "

A field of vibrant, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern. A creature must attempt a Will saving throw if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.

Success Unaffected.

Failure The target is confused for 1d4 rounds.

Critical Failure The target is stunned for 1d4 rounds. After the stun ends, the target is confused for the remaining duration of the spell.

", "duration": "concentration, up to 1 minute", "level": 8, "material_costs": "", "name": "Scintillating Pattern", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Scintillating Pattern", "targets": "", "traits": "visual, illusion" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

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

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Spirit Blast", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spirit Blast", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You lay a curse on the target, sapping its spirit and leaving a contagious trap in its spiritual essence for those who contact it. The results depend on the target's Will save. Any creature that casts a divine or occult spell on the target while it's affected must also attempt a Will save as if targeted, and the curse continues to spread in this way.

Success Enfeebled 2 for 1 round.

Critical Success The target is unaffected.

Failure Enfeebled 2 for 1 minute, enfeebled 1 permanently.

Critical Failure Enfeebled 3 for 1 minute, enfeebled 2 permanently.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Spiritual Epidemic", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "necromancy", "short_description": "Spiritual Epidemic", "targets": "one creature", "traits": "necromancy, curse" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (+2) The weapon's damage increases by 1d8.

", "duration": "concentration, up to 1 minute", "level": 8, "material_costs": "", "name": "Spiritual Weapon", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Spiritual Weapon", "targets": "", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "varies", "level": 8, "material_costs": "", "name": "Suggestion", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Suggestion", "targets": "one creature", "traits": "enchantment, linguistic, mental" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 8, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Teleport", "pfclass": "occult", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target is overcome with an all-consuming urge to dance, depending on its Will save. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use any move actions other than to dance by using the Stride action to move up to half its Speed.

Success The spell's duration is 3 rounds, and the target must spend at least 1 action per turn dancing.

Critical Success The target is unaffected.

Failure The spell's duration is 1 minute, and the target must spend at least 2 actions per turn dancing.

Critical Failure The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.

", "duration": "varies", "level": 8, "material_costs": "", "name": "Uncontrollable Dance", "pfclass": "occult", "range": "touch", "saving_throw": "Will", "school": "enchantment", "short_description": "Uncontrollable Dance", "targets": "one creature", "traits": "mental, enchantment" }, { "area": "20-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

This spell grants perfect sight based on scrying, allowing subjects to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore invisibility or the concealed condition, though physical barriers still provide cover.

The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance also doesn't matter, though the creature or object might move so far away it becomes too small to perceive. You don't scry any of the environment around the creature or object, though you do see any gear a creature is wearing or holding and can tell if it removes objects from its person.

If you try to track an unwilling creature, the effect depends on its Will save.

Success The spell ends after 1 round.

Critical Success The creature or object is unaffected.

Failure The other targets track the creature or object.

", "duration": "1 hour", "level": 8, "material_costs": "", "name": "Unrelenting Observation", "pfclass": "occult", "range": "100 feet", "saving_throw": "", "school": "divination", "short_description": "Unrelenting Observation", "targets": "one creature or object and up to five willing creatures", "traits": "scrying, divination" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "negative, death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 8, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "30-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

An illusion of horrific otherworldly creatures appears within the spell's area. The creatures look like Tiny swarming monsters, with a specific appearance of your choice, such as hellish flies or animated saw blades. Any creature that's inside the burst when it's created, enters the burst, or ends its turn inside the burst must attempt a Will save to avoid taking 11d8 mental damage. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion.

Success Half damage.

Critical Success No damage, and the target can immediately attempt to disbelieve.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The mental damage increases by 1d8.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Visions of Danger", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Visions of Danger", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 8, "material_costs": "", "name": "Wall of Force", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "force, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature resists being banished.

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

Failure The creature is banished.

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

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Banishment", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "abjuration", "short_description": "Banishment", "targets": "one creature that isn't on its home plane", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You wrench the target's soul and imprison it in a black sapphire.

The soul can't be returned to life through any means, even a miracle or wish. If the gem is destroyed or soul bind is dispelled on the gem, the soul is free. The gem has AC 16, TAC 12, and Hardness 10. A gem can't hold more than one soul, and attempting to put another soul into it wastes the spell.

", "duration": "unlimited", "level": 9, "material_costs": "", "name": "Bind Soul", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Bind Soul", "targets": "one creature that died within the last minute", "traits": "necromancy, evil" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Collective Transposition", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 9, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Success Slowed 1 for 1 round as it fights off your commands.

Critical Success The target is unaffected.

Failure The target follows your orders but attempts a Will save at the end of each of its turns. On success, the spell is dismissed.

Critical Failure As failure, but the target receives a new save only whenever you give it a new order, and even then only if the new order is against its nature, such as killing its allies.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "1 day, or until dismissed", "level": 9, "material_costs": "", "name": "Dominate", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Dominate", "targets": "", "traits": "mental, enchantment" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Duplicate Foe", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.

Heightened (9th) The resistances increase to 10.

", "duration": "24 hours", "level": 9, "material_costs": "", "name": "Energy Aegis", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "abjuration", "short_description": "Energy Aegis", "targets": "one creature", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any directions (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations.

When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.

If you cast this spell when not on the Material Plane, it is lost.

Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The maximum duration is 10 minutes.

", "duration": "concentration, up to 1 minute", "level": 9, "material_costs": "", "name": "Ethereal Jaunt", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "conjuration", "short_description": "Ethereal Jaunt", "targets": "", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You drastically reduce the target's mental faculties. The effect depends on the target's Will save.

Success The target is stupefied 2 for 1 round.

Critical Success The target is unaffected.

Failure The target is stupefied 4 with a permanent duration.

Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, she becomes an NPC under the GM's control.

Heightened (9th) You can target a non-humanoid creature.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Feeblemind", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Feeblemind", "targets": "one humanoid creature", "traits": "enchantment, mental, curse" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. While foresight is in effect, the target gains a +2 conditional bonus to initiative rolls and can't be flat-footed. In addition, you gain the following reaction.

[[R]] Foresight Trigger: The target of foresight defends against a hostile creature or other danger. Effect: The target rolls two dice and uses the higher result if it's being forced to roll (like with a saving throw), or the attacker or danger must roll twice and use the lower result (like with an attack or skill check). This is a fortune effect if the target is rolling twice, or a misfortune effect if the hostile force is.

Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again dismisses the previous foresight.

", "duration": "1 hour", "level": 9, "material_costs": "", "name": "Foresight", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "divination", "short_description": "Foresight", "targets": "one creature", "traits": "prediction, divination, mental" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 9, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "40-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You surround yourself with a supernatural splendor, appearing to be a god or similarly majestic being. You choose the particular majestic aspects of your new appearance. This causes the targets to pay tribute to you by bowing or spending some other action in keeping with your appearance. The number of times they must do this depends on the outcome of their Will saves.

Success The target must pay tribute two times.

Critical Success The target is unaffected.

Failure The target must pay tribute six times.

Critical Failure Per failure, and the target must spend all actions paying tribute if possible.

Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While under this spell, a creature is fascinated by you and can't act in a hostile fashion toward you. The target is bolstered against your overwhelming presence.

", "duration": "until full tribute is paid", "level": 9, "material_costs": "", "name": "Overwhelming Presence", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "enchantment", "short_description": "Overwhelming Presence", "targets": "any number of creatures", "traits": "visual, mental, enchantment, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is slowed 1 for 1 round.

Critical Success The target is unaffected.

Failure The target is paralyzed for 1 round.

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

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

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

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

", "duration": "varies", "level": 9, "material_costs": "", "name": "Paralyze", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Paralyze", "targets": "one humanoid creature", "traits": "mental, enchantment" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 9, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You send your mind and soul into the target's body, attempting to take control, and the target must attempt a Will save. You can choose to take the effects of a lower degree of success if you prefer. While you're possessing a target, your true body is unconscious and can't wake up normally.

Success You possess the target but can't control it, riding along in its body while the spell lasts.

Critical Success The target is unaffected.

Failure You possess the target and take partial control of it. Both you and the target can spend actions using the target's body.

Critical Failure You possess the target and take total control. Only you can spend actions using the target's body, and the target can only watch as you manipulate it like a puppet.

Heightened (9th) You can Concentrate on the Spell for up to 10 minutes. If you wish, you can physically enter the creature's body, protecting your physical body while the spell lasts.

", "duration": "concentration up to 1 minute", "level": 9, "material_costs": "", "name": "Possession", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "necromancy", "short_description": "Possession", "targets": "one living creature", "traits": "possession, necromancy, mental" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner within your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost.

", "duration": "1 hour", "level": 9, "material_costs": "", "name": "Prismatic Sphere", "pfclass": "occult", "range": "10 feet", "saving_throw": "", "school": "abjuration", "short_description": "Prismatic Sphere", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than an aura spell, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't truly benefit from spells, though any visual manifestations of the spell appear. The image has AC equal to your TAC and the same saves as you. If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Concentrate on the Spell increases to 10 minutes.

", "duration": "concentration up to 1 minute", "level": 9, "material_costs": "", "name": "Project Image", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "illusion", "short_description": "Project Image", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While casting the spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.

Your mansion contains the same types of foodstuffs and servants as created by the magnificent mansion spell.

Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you cast the spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.

When you prepare spells, you can choose not to recover the spell slot or daily spell you used to cast this spell. If you do, the mansion remains for another 24 hours.

The mansion must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting the structural requirements for being built there. The mansion adjusts around small features such as ponds or spires of rock, but can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there's a 10% chance each day the mansion begins to sink or collapse.

The mansion doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the mansion when the spell is cast ends up unharmed inside the complete mansion and always has a clear path of escape.

", "duration": "24 hours (see text)", "level": 9, "material_costs": "", "name": "Resplendent Mansion", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "conjuration", "short_description": "Resplendent Mansion", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "1 minute", "components": "V, S, M", "description_formated": "

This spell allows you to gain impressions from past events that occurred in your current location. Retrocognition reveals impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute you concentrate, and so on. If you witness a traumatic or turbulent event through an impression, you lose concentration on the spell unless you succeed at a Will save with a DC of 30\u201335, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.

Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

", "duration": "concentration up to 10 minutes", "level": 9, "material_costs": "", "name": "Retrocognition", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Retrocognition", "targets": "", "traits": "divination" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 9, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Spirit Blast", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spirit Blast", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 9, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

The target's senses are acutely rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, depending on the target's Will save.

Success The target is affected for 1 round.

Critical Success The target is unaffected.

Failure The target is affected for 1 minute.

Critical Failure Per failure, and the target is stunned for 1 round as it attempts to process the sensory shifts.

Heightened (9th) You can target up to five creatures.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Synesthesia", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "divination", "short_description": "Synesthesia", "targets": "one creature", "traits": "mental, divination" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Teleport", "pfclass": "occult", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again each time you Concentrate on the Spell. A creature needs to attempt only save against the song each round, and you have to keep the same targets when you Concentrate on the Spell.

Success Unaffected this round, but can be affected on subsequent rounds.

Critical Success Unaffected, can't be affected on subsequent rounds, and bolstered against unfathomable song.

Failure Roll 1d4 on the table below.

Critical Failure Roll 1d4+1 on the table below.

Roll Effect
1 Frightened 2
2 Confused for 1 round
3 Stupefied 4 for 1 round
4 Blinded for 1 round
5 Stunned 1 round and stupefied 1 for an unlimited duration
", "duration": "concentration, up to 1 minute", "level": 9, "material_costs": "", "name": "Unfathomable Song", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "enchantment", "short_description": "Unfathomable Song", "targets": "up to five creatures", "traits": "emotion, mental, enchantment, fear, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "30-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

An illusion of horrific otherworldly creatures appears within the spell's area. The creatures look like Tiny swarming monsters, with a specific appearance of your choice, such as hellish flies or animated saw blades. Any creature that's inside the burst when it's created, enters the burst, or ends its turn inside the burst must attempt a Will save to avoid taking 11d8 mental damage. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion.

Success Half damage.

Critical Success No damage, and the target can immediately attempt to disbelieve.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The mental damage increases by 1d8.

", "duration": "1 minute", "level": 9, "material_costs": "", "name": "Visions of Danger", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Visions of Danger", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "40-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Your scream chills the souls of enemies that hear it. Each living enemy in the burst takes 9d10 damage and is drained 1d4, depending on its Fortitude save.

Success Full damage and no drain.

Critical Success No damage or drain.

Failure Full damage and drain.

Critical Failure Double damage and drained 4.

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Wail of The Banshee", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Wail of The Banshee", "targets": "any number of creatures", "traits": "auditory, death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the target's worst fears. Only the targets can see their assailants. For each target, the effects of the weird are based on the target's Will saving throw.

Success Unaffected.

Failure The target takes 21d6 mental damage and is frightened 2.

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

", "duration": "instantaneous", "level": 9, "material_costs": "", "name": "Weird", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Weird", "targets": "any number of creatures", "traits": "illusion, emotion, mental, death, fear" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:

At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Alter Reality", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "divination", "short_description": "Alter Reality", "targets": "", "traits": "divination" }, { "area": "30-foot aura", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You teleport the targets to new positions within the area. The
creature must be able to fit, and the position must be unoccupied,
entirely within the area, and in your line of sight. Unwilling
creatures can attempt a Will save.

Success The target is unaffected.

Critical Success The target can choose to teleport, but it
chooses the destination.

Failure You teleport the target and choose its destination.

Heightened (+1) The number of targets increases by one.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Collective Transposition", "pfclass": "occult", "range": "personal", "saving_throw": "Will", "school": "conjuration", "short_description": "Collective Transposition", "targets": "up to two creatures", "traits": "conjuration, teleportation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

", "duration": "unlimited", "level": 10, "material_costs": "6 gp worth of ruby dust", "name": "Continual Flame", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "evocation", "short_description": "Continual Flame", "targets": "one object", "traits": "light, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.

The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if its HP drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as if you used Command a Minion as part of your action to Concentrate on the Spell, but the GM determines whether the creature follows your command.

The duplicate is imperfect, so each turn after it takes its actions, it loses 8d6 Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.

Success The duplicate deals half damage with its Strikes and is destroyed at the end of the second round after it takes actions.

Critical Success You fail to create a duplicate.

Failure The duplicate works as described.

Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP and loses 1d6 more each turn.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Duplicate Foe", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "conjuration", "short_description": "Duplicate Foe", "targets": "one enemy of level 16 or lower", "traits": "conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

Choose a single fact you want all targets to believe. Their experiences color how they react to this "truth" and how their behavior changes. If the fact changes what they perceive, they treat the change as a sudden revelation. The fact could be narrow, such as "a dragon is circling overhead and wants to kill me"; wide-reaching, such as "all humanoids are disguised abominations"; or conceptual, such as "if I don't live a kinder life, I'll be punished in the afterlife."

The effect depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to dispel it. If the check fails, the target can't get an outcome worse than success.

Success It doesn't believe the fact or realize you tried to trick it.

Critical Success As success, but it knows you tried to trick it.

Failure It believes the fact for a duration of 1 week.

Critical Failure It believes the fact with unlimited duration.

", "duration": "varies", "level": 10, "material_costs": "", "name": "Fabricated Truth", "pfclass": "occult", "range": "100 feet", "saving_throw": "", "school": "enchantment", "short_description": "Fabricated Truth", "targets": "up to 5 creatures", "traits": "enchantment, mental" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "1 day", "level": 10, "material_costs": "", "name": "False Life", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "necromancy", "short_description": "False Life", "targets": "", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You tear open a rift to another plane, creating a portal that creatures can use to travel both ways for the duration. This portal is vertical and circular, with a radius of 40 feet. The gate appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of deity or another powerful being, that being can prevent the gate from forming.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Gate", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "conjuration", "short_description": "Gate", "targets": "concentration, up to 1 minute", "traits": "teleportation, conjuration" }, { "area": "30-foot line", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The creature takes half negative damage and no bleed.

Critical Success The creature is unaffected.

Failure The creature takes full damage.

Critical Failure Double negative and persistent bleed damage.

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

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Grim Tendrils", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Grim Tendrils", "targets": "", "traits": "negative, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "concentration", "level": 10, "material_costs": "", "name": "Illusory Creature", "pfclass": "occult", "range": "500 feet", "saving_throw": "", "school": "illusion", "short_description": "Illusory Creature", "targets": "", "traits": "illusion, visual, auditory" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

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

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

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

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

", "duration": "1 day", "level": 10, "material_costs": "", "name": "Mage Armor", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "abjuration", "short_description": "Mage Armor", "targets": "", "traits": "abjuration" }, { "area": "", "casting_time": "1 action", "components": "Va", "description_formated": "

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

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

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Magic Missile", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Magic Missile", "targets": "one creature", "traits": "force, evocation" }, { "area": "30-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A vision of apocalyptic destruction fills the mind of each target. Each creature in the area sees its own version of the calamity tailored to its worst fears, and must attempt a Will saving throw. This vision deals 15d6 mental damage and inflicts other effects, depending on the outcome of each creature's saving throw.

Success Half damage.

Critical Success Unaffected.

Failure Full damage.

Critical Failure Double damage and the creature falls prone. It must succeed at a Reflex saving throw or believe it's trapped (fallen into a crevasse, adrift at sea, or some other fate depending on its vision). If it fails, it's stunned for 1 minute. It gets a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from stunned.

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

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Phantasmal Calamity", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantasmal Calamity", "targets": "", "traits": "mental, illusion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

Success The target is frightened 1.

Critical Success The target is unaffected.

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

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

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

", "duration": "one living creature", "level": 10, "material_costs": "", "name": "Phantasmal Killer", "pfclass": "occult", "range": "120 feet", "saving_throw": "Will then Fort", "school": "illusion", "short_description": "Phantasmal Killer", "targets": "", "traits": "death, mental, fear, illusion, emotion" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

Pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will saving throw.

Success Full damage, but no persistent damage and the spell ends immediately.

Critical Success The target is unaffected.

Failure Full damage, and the target is sick 1. If the target recovers from being sick, its persistent mental damage ends as well and the spell ends.

Critical Failure Per failure, but the target is sick 2.

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

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Phantom Pain", "pfclass": "occult", "range": "30 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Phantom Pain", "targets": "one creature", "traits": "nonlethal, mental, illusion" }, { "area": "varies", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area; these creatures must attempt their choice of a Reflex or Will save.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The damage increases by 1d8.

", "duration": "varies", "level": 10, "material_costs": "", "name": "Shadow Blast", "pfclass": "occult", "range": "varies", "saving_throw": "Reflex or Will", "school": "evocation", "short_description": "Shadow Blast", "targets": "", "traits": "evocation, shadow" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You grace the target's mind, boosting$1ast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.

Heightened (+1) The amount of healing increases by 2d6.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Soothe", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Soothe", "targets": "one willing or unconscious living creature", "traits": "healing, necromancy, mental, positive" }, { "area": "10-foot burst", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage and deafened for 1 round.

Critical Failure Double damage and deafened for 1 minute.

Heightened (+1) The damage increases by 1d8.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Sound Burst", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "evocation", "short_description": "Sound Burst", "targets": "", "traits": "evocation, sonic" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

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

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Spirit Blast", "pfclass": "occult", "range": "30 feet", "saving_throw": "Fort", "school": "necromancy", "short_description": "Spirit Blast", "targets": "one creature", "traits": "necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.

When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.

Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.

The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (+2) The weapon's damage increases by 1d8.

", "duration": "concentration, up to 1 minute", "level": 10, "material_costs": "", "name": "Spiritual Weapon", "pfclass": "occult", "range": "120 feet", "saving_throw": "", "school": "evocation", "short_description": "Spiritual Weapon", "targets": "", "traits": "attack, force, evocation" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

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

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

Heightened (2nd) Level 1.

Heightened (3rd) Level 2.

Heightened (4th) Level 3.

Heightened (5th) Level 5.

Heightened (6th) Level 7.

Heightened (7th) Level 9.

Heightened (8th) Level 11.

Heightened (9th) Level 13.

Heightened (10th) Level 15.

", "duration": "concentration, up to 1 minute or until dismissed", "level": 10, "material_costs": "", "name": "Summon Monster", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "conjuration", "short_description": "Summon Monster", "targets": "", "traits": "conjuration" }, { "area": "", "casting_time": "10 minute", "components": "V, S, M", "description_formated": "

You and the targets instantly transport to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance. Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1% of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but journeys of the maximum 100 miles are 1 mile off target.

Heightened (7th) You and the targets can travel to any location within 1,000 miles.

Heightened (8th) You and the targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) Per the 9th-level version, but you can travel to any planet within the same galaxy.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Teleport", "pfclass": "occult", "range": "100 miles", "saving_throw": "", "school": "conjuration", "short_description": "Teleport", "targets": "you and up to four willing creatures touched", "traits": "teleportation, conjuration" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You temporarily stop time for everything but you, allowing you to use an incredible number of actions in a short period of time. Immediately after casting time stop, you can use up to 9 actions in three sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you had created an effect whose duration extends past the end of the spell, such as a wall of fire, it immediately affects others again as normal, though it doesn't have any of the effects that normally happen when you first cast the spell.

", "duration": "9 actions", "level": 10, "material_costs": "", "name": "Time Stop", "pfclass": "occult", "range": "personal", "saving_throw": "", "school": "transmutation", "short_description": "Time Stop", "targets": "", "traits": "transmutation" }, { "area": "30-foot cone", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.

Heightened (+2) The damage increases by 3d6.

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Vampiric Exsanguination", "pfclass": "occult", "range": "personal", "saving_throw": "Fort", "school": "necromancy", "short_description": "Vampiric Exsanguination", "targets": "", "traits": "negative, death, necromancy" }, { "area": "", "casting_time": "2 action", "components": "Va, Sa", "description_formated": "

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

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

", "duration": "instantaneous", "level": 10, "material_costs": "", "name": "Vampiric Touch", "pfclass": "occult", "range": "touch", "saving_throw": "", "school": "necromancy", "short_description": "Vampiric Touch", "targets": "one living creature", "traits": "negative, death, attack, necromancy" }, { "area": "30-foot burst", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

An illusion of horrific otherworldly creatures appears within the spell's area. The creatures look like Tiny swarming monsters, with a specific appearance of your choice, such as hellish flies or animated saw blades. Any creature that's inside the burst when it's created, enters the burst, or ends its turn inside the burst must attempt a Will save to avoid taking 11d8 mental damage. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion.

Success Half damage.

Critical Success No damage, and the target can immediately attempt to disbelieve.

Failure Full damage.

Critical Failure Double damage.

Heightened (+1) The mental damage increases by 1d8.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Visions of Danger", "pfclass": "occult", "range": "500 feet", "saving_throw": "Will", "school": "illusion", "short_description": "Visions of Danger", "targets": "", "traits": "auditory, visual, illusion" }, { "area": "", "casting_time": "3 action", "components": "Va, Sa, Ma", "description_formated": "

You form an invisible wall of pure magical force up to 50 feet across and up to 20 feet high. The wall has no discernible thickness. If the wall's surface would be broken by any creature or object, the spell is lost. The wall has AC 10, TAC 6, and Hardness 23, and it can take 3 additional Dents before being broken. If the wall is broken, the spell ends. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to dispelling effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a sphere of annihilation or rod of cancellation.

Heightened (+2) The Hardness of the wall increases by 5.

", "duration": "1 minute", "level": 10, "material_costs": "", "name": "Wall of Force", "pfclass": "occult", "range": "30 feet", "saving_throw": "", "school": "evocation", "short_description": "Wall of Force", "targets": "", "traits": "force, evocation" } ]