A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.
Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 2d6.
ADVANCED SCURVY
SPELL 2
DISEASE
NECROMANCY
Cast somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
Source Gatewalkers - 02 - They Watched the Stars, 80
Your touch afflicts the target with an advanced form of scurvy, a mariner’s disease stemming from improper nutrition. The symptoms of scurvy include fatigue, joint pain, loose teeth, and internal hemorrhaging.
Failure The target is afflicted with advanced scurvy at stage 1.
Critical Failure The target is afflicted with advanced scurvy at stage 2.
Advanced Scurvy (disease) Level 4; for 1 day after eating fresh fruit, a creature gains a +2 circumstance bonus to their next saving throw against this affliction; Stage 1enfeebled 1 and the damage dealt by persistent bleed effects is increased by 1 (1 day); Stage 2enfeebled 1, fatigued, and the damage dealt by persistent bleed effects is increased by 1d4 (2 days); Stage 3enfeebled 2, fatigued, and the damage dealt by persistent bleed effects is increased by 1d6 (4 days)
ANIMATE DEAD
HEIGHTENED SPELL 1
NECROMANCY
Cast material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
Source Advanced Player’s Guide, 214
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1 ; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
You gain a vague glimpse of the future. During the casting of this spell, 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:
Weal The results will be good.
Woe The results will be bad.
Weal and Woe The results will be a mix of good and bad.
Nothing There won’t be particularly good or bad results.
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 asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.
BLOOD VENDETTA
SPELL 2
CURSE
NECROMANCY
Cast verbal; Trigger A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range 30 feet; Targets the triggering creature
Saving Throw Will; Duration varies
Source Advanced Player’s Guide, 216
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
Critical Failure As failure, but the target takes double the persistent bleed damage.
BONE SPRAY
SPELL 2
UNCOMMON
NECROMANCY
Cast somatic, verbal
Area 15-foot cone
Saving Throw basic Reflex
Source Quest for the Frozen Flame - 02 - Lost Mammoth Valley, 76
You fire a torrent of jagged bone shards from your hands, dealing 2d10 piercing damage and 1 persistent bleed damage to all creatures in the area.
A talented young necromancer named Ikopak is supposedly responsible for devising this patently grim (yet undeniably grandiose) spell. Ikopak is the first to boast that he sacrificed the broken bodies of countless prisoners in the process of bone spray’s creation.
BONESHAKER
SPELL 2
UNCOMMON
NECROMANCY
Cast to
Range 100 feet; Targets 1 creature with a skeleton
Saving Throw Fortitude
Source Quest for the Frozen Flame - 02 - Lost Mammoth Valley, 76
You reach out a hand and seize a creature’s skeleton from afar, harming their body and potentially wrenching them by the bones to move them against their will. The number of actions you spend when Casting this Spell determines the spell’s effects. Regardless of the number of actions spent to Cast this Spell, the target must attempt a Fortitude save.
(somatic, verbal) You clench your fist, painfully compressing the target’s bones and dealing 3d8 bludgeoning damage.
(material, somatic, verbal) As the 2-action version, plus you pull the target’s body by their bones, moving them around like an awkward marionette. This movement follows the rules for forced movement.
Critical Success The target is unaffected.
Success The target takes half damage. If you cast the 3-action version, you can move the target up to 5 feet; it can choose to fall prone to avoid moving.
Failure The target takes full damage and is enfeebled 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving.
Critical Failure The target takes double damage and is enfeebled 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving.
Rumor has it one young upstart attempted to usurp Master Ashen Swale by casting boneshaker on him in the middle of the night. Ashen Swale keeps the dead student’s skull hanging from his favorite fetish as a memento of the occasion.
BRALANI REFERENDUM
SPELL 2
UNCOMMON
AIR
EVOCATION
Cast somatic, verbal
Range 60 feet; Area 20-foot burst
Saving Throw basic Fortitude, see text; Duration 1 minute
Access Lasheeli
Source Blood Lords - 03 - Field of Maidens, 77
You enforce fair play with punishing zephyrs. When you Cast this Spell, choose one condition from among clumsy, drained, enfeebled, or stupefied. When a creature in the area inflicts the chosen condition, they take 2d6 slashing damage with a basic Fortitude save. A creature can’t take this damage more than once per round. You can Dismiss the spell.
BRAND THE IMPENITENT
SPELL 2
ABJURATION
CURSE
Cast somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude; Duration varies
Source Lost Omens Gods & Magic, 107
You brand the target with an ethereal copy of your deity’s religious symbol. This brand can’t be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target’s concealed condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails.
Critical Success The target is unaffected.
Success The spell lasts for 1 round.
Failure The spell lasts for 1 minute.
Critical Failure The spell has an unlimited duration.
BREADCRUMBS
HEIGHTENED SPELL 1
ABJURATION
Cast 1 minute (material, somatic, verbal)
Range touch; Targets 1 willing creature
Duration 1 hour
Source Secrets of Magic, 92
You protect your target from going astray in hostile territory by tracking where it’s already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell’s duration. This trail doesn’t denote the direction or the order of its path—it merely indicates where the target has moved during the spell’s duration.
Heightened (2nd) The duration increases to 8 hours.
Saving Throw Will; Duration sustained up to 1 minute
Source Core Rulebook, 322
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a -1 status penalty to the creature’s attack rolls.
Failure Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions. If the target 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.
CHARITABLE URGE
SPELL 2
ENCHANTMENT
INCAPACITATION
MENTAL
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
Source Advanced Player’s Guide, 216
You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails.
Critical Success The target is unaffected.
Success The target is stunned 1 as it wrestles with the urge.
Failure On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it’s currently using to defend itself, such as a weapon during a combat encounter, it can choose to be stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action.
Critical Failure As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.
CLAWSONG
SPELL 2
UNCOMMON
TRANSMUTATION
Cast verbal
Range 30 feet; Targets 1 willing creature with an unarmed claw Strike
Duration sustained up to 1 minute
Source Strength of Thousands - 03 - Hurricane’s Howl, 77
You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target’s unarmed blows. The target’s claw attack gains the versatile (piercing) trait, and deals 1d6 slashing damage. If the target’s claw attack already deals 1d6 slashing damage, it deals 1d8 instead. If its claw attack already had the versatile (piercing) trait, it gains the deadly 1d8 trait.
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 (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
CONCORDANT CHOIR
HEIGHTENED SPELL 1
EVOCATION
SONIC
Cast to
Range 30 feet; Targets varies
Saving Throw basic Fortitude
Source Secrets of Magic, 96
You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.
(verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.
(somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.
(material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.
Heightened (+1) The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions.
You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).
DANCING SHIELD
SPELL 2
UNCOMMON
EVOCATION
Cast somatic, verbal
Range 60 feet; Targets 1 touched shield and 1 willing creature
Duration sustained up to 1 minute
Access member of Knights of Lastwall
Source Lost Omens Knights of Lastwall, 92
You levitate the touched shield and orbit it around a nearby ally. When you Cast the Spell and Sustain the Spell, the shield uses the Raise a Shield action to protect the target creature.
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness 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.
Range touch; Targets 1 living creature that has 0 HP
Saving Throw Will
Source Core Rulebook, 328
You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
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 creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.
Heightened (2nd) You learn each aura’s location and strength.
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.
Range 120 feet; Targets 1 spell effect or unattended magic item
Source Core Rulebook, 330
You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
Range touch; Targets up to 1 gallon of non-magical water or up to 5 pounds of food
Duration 1 hour
Source Core Rulebook, 335
You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food’s taste and ingredients to make it a gourmet treat.
Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. 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 undetected.
FEAR THE SUN
SPELL 2
UNCOMMON
TRANSMUTATION
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
Access Characters who search the Shrine of the Eclipse might gain access to these spells.
Source Strength of Thousands - 04 - Secrets of the Temple-City, 77
You cause the creature’s vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute.
Critical Failure The creature gains light blindness for 1 minute. If the creature is already exposed to bright light, it immediately becomes blinded, as it isn’t acclimated to its newly acquired light blindness.
FINAL SACRIFICE
SPELL 2
EVOCATION
FIRE
Cast somatic, verbal
Range 120 feet; Targets 1 creature with the minion trait that you summoned or permanently control
Source Advanced Player’s Guide, 219
You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save).
If the target has the cold or water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait. If used on a creature that isn’t mindless, this spell has the evil trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect.
FLENSE
HEIGHTENED SPELL 1
UNCOMMON
NECROMANCY
Cast somatic, verbal
Range touch; Targets 1 creature or corpse
Access Students of the Ebon Mausoleum or worshippers of Urgathoa who visit the Cathedral of Epiphenomena.
Source Blood Lords - 06 - Ghost King’s Rage, 76
With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell.
Inanimate Corpse The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind.
Living Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell’s damage kills the target, the corpse is only bones.
Undead Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes enfeebled 1 for 1 minute. If this spell’s damage destroys the target, only its bare bones remain behind.
Heightened (+1) The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4.
Duration until the next time you make your daily preparations
Source Core Rulebook, 340
The targeted corpse doesn’t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is afflicted with ghoul fever at stage 1.
Failure The target is afflicted with ghoul fever at stage 2.
Critical Failure The target is afflicted with ghoul fever at stage 3.
Ghoul Fever (disease); Level 3; Stage 1 carrier with no ill effects (1 day); Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 the creature dies and rises as a ghoul at the next midnight
GRAVE IMPRESSIONS
SPELL 2
UNCOMMON
NECROMANCY
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 corpse
Duration 10 minutes
Source Strength of Thousands - 01 - Kindled Magic, 77
You project a fragment of your senses into the corpse. While within 500 feet of the corpse (even if it’s outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse’s senses, with a single action that has the concentrate trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends.
GUIDING STAR
SPELL 2
DETECTION
DIVINATION
MENTAL
Cast somatic, verbal
Range planetary; Targets 1 creature you’ve met
Duration until your next daily preparations
Source Secrets of Magic, 109
You call on the constellations of the night sky to guide a creature to the location where you Cast the Spell. Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn’t compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell’s effects are suppressed, but they resume if the creature returns.
HARM
HEIGHTENED SPELL 1
NECROMANCY
NEGATIVE
Cast to
Range varies; Targets 1 living creature or 1 willing undead creature
Source Core Rulebook, 343
You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
(somatic) The spell has a range of touch.
(somatic, verbal) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
HEAL
HEIGHTENED SPELL 1
HEALING
NECROMANCY
POSITIVE
Cast to
Range varies; Targets 1 willing living creature or 1 undead creature
Source Core Rulebook, 343
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
(somatic) The spell has a range of touch.
(somatic, verbal) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
(material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You call forth a ladder or staircase to help you reach greater heights. The ladder or staircase appears in a space you designate and either stands freely or connects to a nearby wall if possible. You decide the height of the ladder or staircase when casting the spell, up to a maximum height of 40 feet. The ladder or staircase is locked in place and magically supported, allowing you to ascend even if it’s in an open area. The conjured ladder is simple in design and made of wood. The staircase is a spiral staircase made of wood. While both are supported and have no risk of falling, they can be damaged and destroyed as normal. The staircase is typically easier to ascend, though it’s less discreet than a ladder and could possibly draw more attention. You can Dismiss the spell.
Heightened (+1) The maximum height increases by 40 feet.
HORRIFYING BLOOD LOSS
SPELL 2
UNCOMMON
CURSE
EMOTION
ENCHANTMENT
FEAR
MENTAL
Cast verbal
Range 30 feet; Targets 1 creature taking bleed damage
Saving Throw Will; Duration varies
Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.
Source Blood Lords - 01 - Zombie Feast, 79
You curse the target, filling it with terror at the loss of its blood. The target must attempt a Will save.
Critical Failure As failure, but the target is frightened 3.
IMP STING
SPELL 2
UNCOMMON
EVIL
NECROMANCY
POISON
Cast somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
Source Agents of Edgewatch - 04 - Assault on Hunting Lodge Seven, 80
You reproduce an imp’s evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil’s benumbing venom. You deal 1d4 piercing damage to the touched creature and afflict the creature with imp venom. If the target takes piercing damage, they also take 1d6 evil damage and must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d6 poison damage.
Failure The target is afflicted with imp venom at stage 1.
Critical Failure The target is afflicted with imp venom at stage 2.
Imp Venom (poison) Level 3; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1; Stage 2 1d6 poison, clumsy 1, and slowed 1 (1 round).
IMPECCABLE FLOW
SPELL 2
UNCOMMON
DIVINATION
LAWFUL
Cast somatic, verbal
Duration 1 minute
Source Strength of Thousands - 01 - Kindled Magic, 76
You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to Perception checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 status penalty to all checks for the remaining duration.
INNER RADIANCE TORRENT
SPELL 2
FORCE
LIGHT
NECROMANCY
Cast to 2 rounds
Area line 60 feet or longer
Saving Throw basic Reflex
Source Secrets of Magic, 112
You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they’re also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness.
(somatic, verbal) The line is 60 feet long.
(material, somatic, verbal) The line is 120 feet long.
Two Rounds The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.
INSTANT ARMOR
SPELL 2
CONJURATION
CONTINGENCY
EXTRADIMENSIONAL
Cast 10 minutes (material, somatic, verbal)
Duration 24 hours
Source Secrets of Magic, 112
Upon casting this spell, the armor you’re wearing is whisked away into an extradimensional space that’s linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don’t gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn’t been used by the time the spell’s duration ends, the extradimensional space collapses, ejecting the armor’s pieces on the ground under you.
Armor Up! (manipulate) Effect You snap your fingers.
Range touch; Targets 1 lock, or a door or container with a latch
Duration until the next time you make your daily preparations.
Source Core Rulebook, 348
The target’s latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status 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, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.
Range touch; Targets non-magical object of light Bulk or less
Source Core Rulebook, 351
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
MIMIC UNDEAD
SPELL 2
NECROMANCY
Cast somatic, verbal; Requirements You’re a living creature.
Duration 10 minutes
Source Secrets of Magic, 115
You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a Perception check against the spell’s DC, and on a failed check, they don’t detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to Impersonate an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you’re untrained. You don’t gain these benefits to Impersonate any other sort of undead. Mindless undead usually don’t have a reason to even attempt the Perception check to notice your Impersonation unless you interact with them in some way.
NECROMANCER’S GENEROSITY
HEIGHTENED SPELL 1
NECROMANCY
NEGATIVE
Cast somatic, verbal
Range 30 feet; Targets 1 undead minion you control
Duration 1 minute
Source Secrets of Magic, 117
You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains 1d8+4 Hit Points when you Cast the Spell, and it gains a +2 status bonus to saves against positive effects for the duration.
Heightened (+1) The amount of healing increases by 1d8+4.
PURIFYING ICICLE
HEIGHTENED SPELL 1
UNCOMMON
COLD
EVOCATION
POSITIVE
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Fortitude
Access member of Knights of Lastwall
Source Lost Omens Knights of Lastwall, 94
You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals 2d6 piercing damage and 1d6 cold damage, and if the target is undead, the icicle deals an additional 1d4 positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away.
Heightened (+1) The piercing damage and cold damage each increase by 1d6. The positive damage increases by 1d4.
PUTREFY FOOD AND DRINK
HEIGHTENED SPELL 1
NECROMANCY
Cast somatic, verbal
Range touch; Targets 1 cubic foot of clean food or water
You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons.
Heightened (2nd) You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item.
RADIANT FIELD
SPELL 2
UNCOMMON
EVOCATION
LIGHT
Cast material, somatic, verbal
Range 120 feet; Area 20-foot burst
Duration 1 minute
Access Characters who search the Shrine of the Eclipse might gain access to these spells.
Source Strength of Thousands - 04 - Secrets of the Temple-City, 78
You create an area of bright light. Creatures with light blindness that are blinded by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains blinded for 1 round; this is an incapacitation effect. This spell also suppresses magical darkness of your radiant field spell’s level or lower.
REAPER’S LANTERN
SPELL 2
DEATH
LIGHT
NECROMANCY
Cast somatic, verbal
Area 5-foot emanation
Saving Throw Fortitude; Duration 1 minute
Source Advanced Player’s Guide, 223
You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell’s area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn’t end the spell). Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area. Undead targets that fail their Fortitude saves become enfeebled 1 while within the area. Once a creature attempts a save against reaper’s lantern, it uses the same outcome if it leaves the area and enters it again.
Once per turn, starting on the turn after you cast reaper’s lantern, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. When you do so, you force creatures in the area that haven’t yet attempted a save against reaper’s lantern to attempt one.
With a touch, you ease a creature’s fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.
A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.
RESIST ENERGY
SPELL 2
ABJURATION
Cast somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
Source Core Rulebook, 364
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
RESTORATION
SPELL 2
HEALING
NECROMANCY
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 creature
Source Core Rulebook, 364
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. 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.
Reduce a Condition Reduce the value of the target’s clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.
RESTORE SENSES
SPELL 2
HEALING
NECROMANCY
Cast somatic, verbal
Range touch; Targets 1 creature
Source Core Rulebook, 364
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn’t cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
SEE INVISIBILITY
SPELL 2
DIVINATION
REVELATION
Cast somatic, verbal
Duration 10 minutes
Source Core Rulebook, 367
You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.
SHADOW ZOMBIE
SPELL 2
UNCOMMON
NECROMANCY
SHADOW
Cast somatic, verbal
Range 30 feet; Targets 1 zombie of level 1 or lower
Saving Throw Will; Duration varies
Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.
Source Blood Lords - 01 - Zombie Feast, 79
You cast a shadow over the target zombie, briefly turning it into shadowy vapor and controlling its movement. While in this vaporous state, the zombie is a minion under your control, gains resistance 8 to physical damage, and is immune to precision damage. It can’t cast spells, activate items, or use actions that have the attack or manipulate traits. It gains a fly Speed of 10 feet and can slip through tiny cracks.
If the target is already your minion when you cast the spell, it doesn’t get a saving throw and becomes vaporous for 10 minutes. If the target is not your minion, it can attempt a Will save to resist the spell. If it’s already under someone else’s command, the controlling creature also rolls a Will save, and the zombie uses the better result.
Critical Success The target is unaffected and is temporarily immune for 24 hours.
Success The target is unaffected.
Failure The target becomes your shadowy minion for 1 minute.
Critical Failure As failure, but for 10 minutes.
SHIELD OTHER
SPELL 2
NECROMANCY
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Duration 10 minutes
Source Core Rulebook, 369
You forge a temporary link between the target’s life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.
SILENCE
SPELL 2
ILLUSION
Cast material, somatic
Range touch; Targets 1 willing creature
Duration 1 minute
Source Core Rulebook, 369
The target makes no sound, preventing creatures from noticing it using hearing alone. 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 components.
SOUND BURST
SPELL 2
EVOCATION
SONIC
Cast somatic, verbal
Range 30 feet; Area 10-foot burst
Saving Throw Fortitude
Source Core Rulebook, 370
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.
SPIRIT LINK
HEIGHTENED SPELL 1
HEALING
NECROMANCY
Cast somatic, verbal
Range 30 feet; Targets 1 willing creature
Duration 10 minutes
Source Core Rulebook, 371
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn’t involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.
SPIRIT SENSE
SPELL 2
DETECTION
DIVINATION
MENTAL
Cast somatic, verbal
Area 30-foot emanation
Duration 10 minutes
Source Advanced Player’s Guide, 225
You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren’t Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.
SPIRITUAL WEAPON
SPELL 2
EVOCATION
FORCE
Cast somatic, verbal
Range 120 feet
Duration sustained up to 1 minute
Source Core Rulebook, 373
A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity’s favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of 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 attack other than its Strike, and feats or spells that affect weapons do not apply to it.
STATUS
SPELL 2
DETECTION
DIVINATION
Cast somatic, verbal
Range touch; Targets 1 willing living creature
Duration until the next time you make your daily preparations.
Source Core Rulebook, 373
As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target’s direction from you, distance from you, and any conditions affecting it.
SUDDEN BLIGHT
SPELL 2
NECROMANCY
NEGATIVE
Cast somatic, verbal
Range 120 feet; Area 20-foot burst
Saving Throw basic Fortitude
Source Advanced Player’s Guide, 226
You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save.
You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.
SUMMON LESSER SERVITOR
HEIGHTENED SPELL 1
CONJURATION
Cast material, somatic, verbal
Range 30 feet
Duration sustained up to 1 minute
Source Secrets of Magic, 134
While deities jealously guard their most powerful servants from the summoning spells of those who aren’t steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity’s permission. You summon a celestial, monitor, or fiend whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven (Bestiary 2 221). It gains the alignment matching your deity (or you, if you don’t have a deity) and has the following trait depending on the alignment it gained: celestial for lawful, monitor for neutral, or fiend for evil.
You can’t summon a creature if it is opposed to your deity’s alignment on either axis (or opposed to your alignment if you don’t follow a deity). For example, if you deity is lawful good, you can’t summon a chaotic or evil creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren’t diametrically opposed. For example, Pharasma would restrict the summoning of sahkils.
Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven.
Heightened (2nd)Level 1.
SUMMONER’S PRECAUTION
SPELL 2
CONTINGENCY
NECROMANCY
Cast 10 minutes (material, somatic, verbal); Requirements You have an eidolon.
Duration until your next daily preparations
Source Secrets of Magic, 135
You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends.
Sever Conduit (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can’t Manifest your Eidolon for 1 minute. In exchange, you don’t take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.
SUMMONER’S VISAGE
SPELL 2
POLYMORPH
TRANSMUTATION
Cast somatic, verbal
Range touch; Targets your eidolon
Duration 10 minutes
Source Secrets of Magic, 135
You transform your eidolon into your identical twin. Assuming you are a humanoid, the eidolon gains the humanoid trait in addition to its other traits while it’s in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to Deception checks to Impersonate you and can add its level to such checks even if it’s untrained.
Although your eidolon looks like you, it doesn’t gain any new abilities, and its statistics don’t change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon’s size, the eidolon loses any other effects of its larger size, such as any increase to reach. Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active.
You can Dismiss the spell.
SWALLOW LIGHT
SPELL 2
UNCOMMON
COLD
DARKNESS
EVOCATION
NEGATIVE
Cast somatic, verbal
Range 30 feet; Targets 1 magical light effect
Duration 1 minute
Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.
Source Blood Lords - 01 - Zombie Feast, 79
You draw magical light into your open mouth, consuming it and turning its essence into fuel for a gout of life-draining shadows. Attempt a counteract check against the light effect. If you successfully counteract it, you gain a breath weapon of chilling shadows you can use until the spell ends. Exhaling the breath is a two-action activity. The breath weapon is a 15-foot cone and deals 1d6 cold damage plus 1d6 negative damage. Creatures in the area can attempt a basic Reflex save against your spell DC. Once activated, you can’t use the breath weapon again for 1d4 rounds.
SYNCHRONIZE
HEIGHTENED SPELL 1
DIVINATION
Cast somatic, verbal
Range touch; Targets up to 5 willing creatures
Duration up to 24 hours
Source Secrets of Magic, 135
You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you Cast the Spell, you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren’t normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses.
Heightened (2nd) The spell can target up to 20 willing creatures.
UNDETECTABLE ALIGNMENT
SPELL 2
UNCOMMON
ABJURATION
Cast 1 minute (material, somatic, verbal)
Range touch; Targets 1 creature or object
Duration until the next time you make your daily preparations
Source Core Rulebook, 379
You shroud a creature or object in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment.
VENTRILOQUISM
HEIGHTENED SPELL 1
AUDITORY
ILLUSION
Cast somatic, verbal
Duration 10 minutes
Source Core Rulebook, 381
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. 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. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
VICIOUS JEALOUSY
SPELL 2
UNCOMMON
ENCHANTMENT
MENTAL
Cast somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration sustained, up to 1 minute
Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.
Source Blood Lords - 01 - Zombie Feast, 80
The target is overcome by deep jealousy and resentment that twists its mind against other creatures. It must attempt a Will save.
Critical Success The target is unaffected.
Success For 1 round, the target no longer treats anyone as its allies. The spell then ends.
Failure The target no longer treats anyone as its allies. The target can’t take the Aid reaction or any action that would directly benefit another creature, such as casting a beneficial spell on them, though it can still take actions that indirectly benefit other creatures, such as fighting the same foes.
Critical Failure As failure, and whenever the target starts its turn within reach of a creature it previously considered an ally, it must spend its first action on its turn to berate the creature or otherwise wave it away.
WARRIOR’S REGRET
SPELL 2
CURSE
EMOTION
ENCHANTMENT
MENTAL
Cast somatic, verbal
Range touch; Targets 1 creature
Saving Throw Will
Source Secrets of Magic, 140
Regret eats away at the target’s mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.
Critical Success The target is unaffected.
Success At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8 if it damaged 4 different creatures.
Failure As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.
Critical Failure As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.
WATER BREATHING
SPELL 2
TRANSMUTATION
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets up to 5 creatures
Duration 1 hour
Source Core Rulebook, 384
The targets can breathe underwater.
WATER WALK
SPELL 2
TRANSMUTATION
Cast somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
Source Core Rulebook, 384
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn’t grant the ability to breathe underwater.