Ekstra spells

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En oversikt over andre tilgjennelige spells fra diverse utvidelser.

Kilder: Gods and Magic (G&M), Faiths of Purity (FoP), Faiths of Balance (FoB)

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Abadar

Abadar ’s Truthtelling, (G&M)

School enchantment (compulsion) [mind-affecting];

Level Clr 1, Pal 1 (Abadar)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Target creature touched

Description This spell functions like zone of truth, except as noted above. Abadar’s symbol appears above the head of the target so all present can see that he is affected by the spell.

Blessing of the Watch, (G&M)

School enchantment (compulsion) [mind-affecting];

Level Clr 1, Pal 1 (Abadar)

Effect

Duration: 1 hour/level

Description This spell functions like bless, except as noted above. It only works in the caster’s home city, specifically referring to areas under the jurisdiction of the city watch. For example, if the watch patrols a shantytown outside the city walls but not the city’s ruined subterranean tunnels, the spell works in the former area but not the latter.

Asmodeus

Infernal Healing, (G&M)

School Conjuration (healing) [evil];

Level Clr 1, Blackguard 1, Sor/Wiz 1 (Asmodeus)

Casting

Casting Time 1 round
Components V, S, M (1 drop of devil blood)

Effect

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

Description You touch a drop of devil’s blood to a wounded creature, giving them fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect.

Infernal Healing, Greater, (G&M)

School conjuration (healing) [evil];

Level: Clr 4, Blackguard 4, Sor/Wiz 4 (Asmodeus)

Description As infernal healing, except the target gains fast healing 4 and the target detects as an evil cleric.

Calistria

Lover ’s Vengeance, (G&M)

School enchantment (compulsion) [mind-affecting];

Level Brd 3, Clr 3, Sor/Wiz 3 (Calistria)

Casting

Casting Time 1 minute
Components V

Effect

Range touch
Target creature touched
Duration up to 1 day/level (D) or until discharged
Saving Throw Will negates (harmless);
Spell Resistance Yes (harmless)

Description You inspire yourself or a lover to a vengeful rage against a chosen enemy who must be a lover who has wronged you in some way. If cast on you, the next time you are in combat with that enemy, you gain the benefits of a rage spell. If cast on a lover, he or she gains the benefits of a rage spell the next time the lover is in combat against your enemy. This variant of the spell must be cast within 1 hour of an intimate encounter with the target. The rage effect lasts 1 round per level. This spell counts as a contingency spell on the target for the purpose of multiple contingent effects.

Cayden Cailean

Pick your poison, (G&M)

School conjuration (healing) [mind-affecting];

Level Brd 1, Clr 1 (Cayden Cailean)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Target creature touched
Duration 10 minute/level
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless)

Description This spell converts even the most deadly poison into an intoxicating alcohol. If the subject fails a saving throw against a poison effect, instead of the poison’s normal effect, she suffers a –2 penalty on attacks, saves, and checks, and feels intoxicated as if she’s just had a very strong drink. This penalty stacks with itself (two failed saving throws results in a –4 penalty, three is –6, and so on). This spell does not affect any poison effects that occurred before the spell was cast. When the spell expires, the penalty ends and the poison’s normal effect applies.

Desna

GM/Player Info

Desna’s clerics and druids may prepare the dream spell as a 5thlevel spell, rangers as a 4th-level spell. The following new spells are available to any divine spellcaster who worships Desna.

Dream Feast, (Rise of the Runelords Chapter 2: "The Skinsaw Murders")

School: Conjuration (Creation)
Level: Cleric 1, Druid 1, Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The next time the target sleeps (within 8 hours), she dreams of a rich feast with her favorite food and drink. When she awakens, she is sated as if she ate and drank a nutritious meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. If you sleep with this spell prepared, you may automatically expend it while you sleep to gain the spell’s benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots (you could go to sleep at midnight, expend this spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning).

Traveling Dream, (G&M)

School divination (scrying);

Level Clr 4, Drd 4 (Desna)

Casting

Components V, DF

Effect

Duration 1 hour/level (D)

Description This spell functions like arcane eye, except as noted above. Upon casting this spell, you fall asleep for its duration, creating an invisible magic sensor (called a dreamscryer) that is the exact size and shape of your body, is recognizable as you, and cannot pass through spaces that your body cannot enter. Unlike the invisible sensor created by arcane eye, children of any race (no older than the human equivalent of 10) and animals can see your dreamscryer. Sleeping creatures can sense its presence and might incorporate your image into their dreams. Force effects and abjuration spells that ward out creatures (such as magic circle against evil) are effective barriers against a dreamscryer (regardless of your creature type, alignment, or other specifics). If you dismiss the spell or the dreamscryer is dispelled or destroyed, you awaken.

Erastil

Deadeye ’s Arrow, (G&M)

School evocation [electricity];

Level Clr 2, Drd 1, Pal 1, Rgr 1 (Erastil)

Casting

Casting Time 1 standard action
Components V, S, M (1 arrow)

Effect

Range Medium (100 ft. + 10 ft./level) or see text
Effect arrow of electricity
Duration instantaneous or 1 round (see text)
Saving Throw none; :

Spell Resistance yes Description You create an arrow made of crackling electricity, which you may use for one of two effects. Attack: You may throw the arrow up to Medium range or fire it from a bow up to the bow’s maximum range. Either use is a ranged touch attack. The arrow deals electricity damage equal to 1d6 +1 point per level (maximum +5). Beacon: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface (such as the roof of a cave) it explodes in a peal of thunder and a forked bolt of electricity resembling Erastil’s holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning, but do not harm nearby creatures.

Gorum

Gorum ’s Armor, (G&M)

School transmutation; Level: Clr 1 (Gorum)

Casting

Casting Time 1 standard action
Components V, S, M (1 iron spike)

Effect

Range touch
Target 1 suit of metal armor (including shield)
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)

Description The targeted armor sprouts thousands of tiny iron spikes like porcupine quills. These do not harm the armor’s wearer (though donning or removing it takes twice as long), but they act as armor spikes (and shield spikes, if a shield is present). Any creature attacking the wearer with natural weapons takes 1 point of piercing damage for each attack that hits. At 5thlevel, the spikes gain a +1 enhancement bonus to hit and damage.

Gozreh

Gozreh’s Trident, (G&M)

School evocation [electricity];

Level Clr 2, Drd 2 (Gozreh)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect Range: 0 ft.

Effect trident-like beam
Duration 1 minute/level (D)
Saving Throw none;
Spell Resistance yes

Description A 4-foot-long, blazing forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident (you are proficient with the bolt). Attacks with Gozreh’s trident are melee touch attacks. The bolt deals 1d8 points of electricity damage +1 point per two caster levels (maximum +10). Since the bolt is immaterial, your Strength modifier does not apply to the damage. A bolt can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

Iomedae

Burst of Glory, (G&M)

School enchantment (compulsion) [mind-affecting];

Level Clr 5, Pal 4 (Iomedae) Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range 10 ft.
Area 10 ft. radius burst, centered on you
Duration 1 round/level
Saving Throw none;
Spell Resistance yes (harmless)

Description Targets in the area gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum +20). You shine with white or golden radiance equal to a torch for the duration of the spell, though you can dismiss the glow as a free action.

Inheritor’s Smite, (Pathfinder Adventure Path #26: The Sixfold Trial)

School transmutation;
Level cleric 2, paladin 2 (Iomedae)
Casting Time 1 swift action
Components V, S, DF
Range personal
Target you
Duration see text
Saving Throw none;
Spell Resistance no

You channel the power of Iomedae into your weapon arm, allowing you to strike with great force. Your next melee attack (if made before the end of the next round) gains a +5 sacred bonus on the attack roll. If it hits, you may immediately attempt a bull rush (with a +5 sacred bonus on your check) against the target without provoking an attack of opportunity; if your combat maneuver check exceeds the defender’s CMD by more than 5, you do not need to move with the target to push him back more than 5 feet. Most priests use this spell to create a break in an enemy’s line or to force a dangerous opponent away from a fallen ally or strategic object.

GM/Player info

Clerics of Iomedae may prepare holy sword as an 8thlevel spell. Her clerics may prepare good hope and mark of justice as 4th-level spells, paladins as 3rd-level spells.

Irori

Channel Vigor, (G&M)

School transmutation;

Level Clr 3 (Irori)

Casting

Casting Time 1 standard action
Components V, S

Effect

Range personal
Target you
Duration 1 round/level

Description You focus the energy of your mind, body, and spirit into a specific part of your being, granting you an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following focus targets. You may change focus targets as a move action. You can only gain the benefit of one channel vigor spell at a time. Mind: You gain a +4 competence bonus on Knowledge, Listen, Search, and Spot checks and ranged attack rolls. Limbs: You gain the benefits of a haste spell. Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks. Torso: You gain a +6 competence bonus on Fortitude saving throws and Concentration checks.

Lamashtu

Waters of Lamashtu, (G&M)

School conjuration (creation) [evil];

Level Clr 3, Drd 3 (Lamashtu)

Casting

Casting Time 1 standard action
Components V, S, M (250 gp of powdered amber)

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect up to 1 draft of the waters of Lamashtu per 2 levels
Duration instantaneous
Saving Throw see text;
Spell Resistance no

Description You create what looks to be clear, pure water, but is in fact a foul secretion known as the waters of Lamashtu. The liquid functions as unholy water (see curse water). In addition, any creature that drinks this fluid must make a DC 14 Fortitude save. Success causes the creature to become violently ill, vomit the fluid, and become sickened for 1d4 minutes. Failure indicates the water takes root and drives the victim mad, dealing 2d6 points of Intelligence damage. The subject’s Int score cannot drop below 1.

Nethys

GM/Player Info

Sorcerers and wizards who worship the All-Seeing Eye may learn imbue with spell ability as a 4th-level spell, and bards may do so as a 3rd-level spell. Priests often use this spell to teach cantrip-level apprentices the feel of more powerful magic.

Nethys’ followers are, however, forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on living targets that cannot normally cast spells or use spell-like abilities; it is considered an unworthy sharing of blessed magic.

Clerics may prepare arcane mark as an orison. Clerics can prepare and bards can learn arcane lock as a 2nd-level spell, and clerics can prepare fox’s cunning as a 2nd-level spell. Clerics can prepare permanency as a 5thlevel spell, and bards can learn it as a 4th-level spell.

Channel the Gift, (G&M)

School evocation;

Level Brd 3, Clr 3, Drd 3, Rgr 3, Sor/Wiz 3 (Nethys)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Target ally spellcaster touched
Duration 1 round or see text
Saving Throw Will negates (harmless) or none;
Spell Resistance yes (harmless) or no

Description You channel magical power into the target to fuel their spellcasting. The next spell they cast of 3rd-level or less does not expend a spell slot; in effect, you are using your spell slot to power their spell. They must start casting this spell before your next turn, and the spell cannot have a casting time longer than 1 full round. Your alignment, prohibited wizard school, and other restrictions on your own spellcasting do not affect the target, nor do you suffer any backlash from the target’s choice of spell. If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd-level or lower without expending its spell slot on your next turn (this aspect of the spell has no effect if you are a spontaneous caster). The spell cast after channel the gift cannot have a casting time longer than 1 full round.

Fractions of Heal and Harm, (Pathfinder Adventure Path #41: The Thousand Fangs Below)

School transmutation;
Level bard 3, cleric 3, sorcerer/wizard 3 (Nethys)
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration instantaneous

This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell you cast deals only 75% of its damage, but you heal hit points equal to the remaining 25% of the spell’s damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of damage and you heal 10 hit points. The spell affected by this spell must be cast before the end of the next round. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is treated as if you had been affected by a cure or inflict spell (whichever would heal you), and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.

Norgorber

Poisoned Egg, (G&M)

School transmutation;

Level Asn 1, Brd 1, Clr 1, Sor/Wiz 1 (Norgorber)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range touch
Target 1 egg
Duration 1 minute/level
Saving Throw none (object);
Spell Resistance no (object)

Description You transform the contents of a normal egg (such as a chicken egg) into a single dose of small centipede poison (injury DC 11, 1d2 Dex/1d2 Dex). The poison reverts to a normal egg at the end of the spell, even if the secondary damage has not occurred (the reverted egg substance is harmless unless the poisoned creature is vulnerable to eggs). The egg may be raw or cooked but must be whole and not empty when you cast the spell. Careless would-be poisoners who leave egg on their weapons soon find it tends to clog sheaths and eventually begins to smell rotten; in the church, calling someone an “egg boy” is a minor insult suggesting a lack of foresight or regard for consequences.

Pharasma

Defending Bone, (G&M)

School necromancy;

Level Clr 2, Sor/Wiz 2 (Pharasma)

Casting

Casting Time 1 standard action
Components V, S, F (a Medium creature’s skull or femur), DF

Effect

Range personal
Target you
Duration 1 hour/level or until discharged
Saving Throw none;
Spell Resistance no

Description You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source.

Rovagug

Rovagug’s Fury, (G&M)

School transmutation;

Level Adept 2, Clr 2, Sor/Wiz 2 (Rovagug)

Casting

Components V, S
Casting Time 1 standard action

Effect

Range 30 ft.
Area cone
Duration instantaneous
Saving Throw none;
Spell Resistance yes

Description You create a minor earthquake that can trip creatures. Make a single trip attack and use the result against every creature in the area. Those that fail are tripped and fall prone. You do not provoke an attack of opportunity for this trip attack (though you do provoke one for casting the spell), nor can you knock yourself prone with a bad roll. Unlike a regular trip attack, you may trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way. Though the earthquake is small and focused on the floor, at the GM’s discretion, if the area is particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on.

Sarenrae

Shield of the Dawnflower, (G&M)

School evocation [fire, light];

Level Brd 4, Clr 4, Pal 4, Rgr 4 (Sarenrae)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range personal
Target you
Duration 1 round/level (D)
Saving Throw see text;
Spell Resistance no

Description You create a disk of sunlight on one arm. Any creature striking you with a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. The shield glows like a continual flame spell. You can only have one instance of this spell in effect at a time. It does not stack with similar damaging aura spells such as fire shield.

Shelyn

Unbreakable Heart, (G&M)

School enchantment (compulsion) [mind-affecting];

Level Brd 1, Clr 1, Pal 1, Rgr 1 (Shelyn)

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Effect 1 creature
Duration 1 round/level
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)

Description The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, and fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). Calm emotions counters and dispels unbreakable heart.

Torag

Fall back Strategy, (G&M)

School abjuration;

Level Clr 1, Pal 1 (Torag)

Casting

Casting Time 1 standard action
Components V, S, DF

Effect

Range personal
Target you
Duration 10 minutes/level or until discharged (see text)

Description You may reroll one roll that you have just made before the GM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. This spell only works on an action that you plan for (even momentarily) and decide to act upon, not reactive actions you do in response to others’ actions. You can have only one instance of this spell on you at any given time.

Urgathoa

Ghoul Hunger, (G&M)

School necromancy [evil, mind-affecting];

Level Clr 2, Blk 2, Sor/Wiz 2 (Urgathoa)

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 round/level; see text
Saving Throw Will negates; see text;
Spell Resistance yes

Description You awaken an unnatural hunger in the target, compelling them to fall upon a nearby helpless or dead humanoid creature and begin eating its flesh. Your target defends itself normally but takes no other actions while eating. The target does not take extraordinary risks to satisfy this urge (it wouldn’t jump over a pit or swim through lava to reach a suitable victim). If the subject can’t fulfill this urge on its next turn, the spell fails. Each round on its turn, the subject gets a new saving throw to end the effect.

Zon-Kuthon

Sympathetic Wounds, (G&M)

School abjuration [evil];

Level Clr 2, Drd 2 (Zon-Kuthon)

Casting

Casting Time 1 standard action
Components V, S, M (250 gp of powdered amber)

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Saving Throw Will negates;
Spell Resistance yes

Description This spell functions like shield other, except some of your wounds transfer to the targeted creature rather than some of their wounds transferring to you. For example, you could link yourself to a nearby chained slave so that when you are wounded, some of the damage is transferred to the slave. You must have at least as many hit dice as the target, otherwise the spell fails. A creature can only be under the effects of one instance of this spell at a time.

Tilgjengelig for alle troende

men mest brukt av guden som er nevnt ved siden av spellsen.

Deadeye’s Lore (Erastil ), (FoP)

School divination;
Level bard 1, cleric 1, druid 1, inquisitor 1, ranger 1
Casting Time 1 round
Components V, S
Range personal
Target you
Duration 1 hour/level

While subject to this spell, you take upon yourself the mantle of the outdoorsman, channeling a small sliver of Erastil’s divine knowledge of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.

Enhance Water (Cayden Cailean), (FoP)

School transmutation;
Level bard 1, cleric 1, paladin 1
Casting Time 1 round
Components V, S
Range touch

Target 1 pint of water/level

Duration instantaneous
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)

This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but drinkable. The spell also serves to remove poisons, disease, minerals, and other toxins from the water as it transforms. The more contaminants exist in the water, the darker the ale and the more full-bodied the wine. The alcohol content does not change. This spell does not work on unholy water, potions, or other liquids with magical power.

Hairline Fractures (Torag), (FoP)

School transmutation;
Level cleric 1, druid 1
Casting Time 1 standard action
Components V, S, M
Range touch
Target 5-foot-square section of stone or a creature with the

earth subtype

Duration 1 round/level
Saving Throw Fortitude negates (object);
Spell Resistance yes(object)

With a single touch, you create momentary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a –2 penalty to AC for the spell’s duration. A make whole spell reverses this spell’s effect.

Haze of Dreams (Desna), (FoP)

School enchantment (charm) [mind-affecting];
Level bard 1, cleric 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, M (pinch of sand)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates;
Spell Resistance yes

You fill an enemy’s head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple haze of dreams effects do not stack, nor does this spell’s effect stack with slow.

Sun Metal (Sarenrae), (FoP)

School transmutation [fire];
Level cleric 1, paladin 1, ranger 1
Casting Time 1 standard action
Components V, S

Range touch

Target one melee weapon
Duration 1 round/level (see text)
Saving Throw Fortitude negates (object);
Spell Resistance yes(object)

The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.

Tap Inner Beauty (Shelyn), (FoP)

School divination;
Level bard 1, cleric 1
Casting Time 1 standard action
Components V, M (a tiny mirror)
Range personal
Target you
Duration 1 minute/level

This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.

Trail of the Rose (Shelyn), (FoP)

School illusion (phantasm);
Level bard 2, cleric 2
Casting Time 1 standard action
Components S, V
Range touch
Target 1 rose touched
Duration 1 hour/level (D)
Saving Throw no;
Spell Resistance no

This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the illusion. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.

Weapons Against Evil (Iomedae), (FoP)

School transmutation;
Level cleric 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one weapon/level, no two of which can be more than 20ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (object);
Spell Resistance yes(object)

The weapons this spell affects each shine with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower as long as it is not DR/epic.

Fairness (Abadar), (FoB)

School enchantment (compulsion) (mind-affecting);
Level cleric 1, inquisitor 2, paladin 2
Casting Time 1 full-round action
Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature per level
Duration 1 minute/level
Saving Throw Will negates;
Spell Resistance yes

Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value (or even an estimated fair value) of a good or service, they cannot allow a trade to proceed if it would benefit one side unfairly, preventing them from cheating another while under the influence of this spell. The symbol of a Good God appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent.

Seducer’s Eyes (Calistria), (FoB)

School enchantment (charm) (mind-affecting);
Level bard 2, sorcerer 2, wizard 2
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 10 minutes/level (D)

This spell increases your physical allure. You gain a bonus on Charisma-based skill checks equal to 1 + 1 for every 4 caster levels you possess (to a maximum of +5), but only benefits you when interacting with those who might conceivably find you sexually attractive. You do not gain this bonus against those you or your allies are attacking or threatening.

Lighten Object (Gorum), (FoB)

School transmutation;
Level bard 1, cleric 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, M (goose down)
Range close (25 ft. + 5 ft./2 levels)
Target 1 object of 1 cubic ft./level
Duration 1 minute/level
Saving Throw Will negates (object);
Spell Resistance yes (objects)

This spell decreases the target’s weight by half. If cast on armor, it improves the armor check penalty by 1, though it does not change the armor’s categorization as light, medium, or heavy.

Lighten Object , Mass (Gorum), (FoB)

School transmutation;
Level cleric 5, sorcerer/wizard 5, summoner 5
Targets multiple objects of 1 cubic ft./level, no two of which can be more than 30 ft. apart
Duration 10 minutes/level

This spell functions like lighten, except that it affects a number of objects equal to half your caster level.

Read Weather (Gozreh), (FoB)

School divination;
Level bard 1, cleric 1, druid 1, ranger 1
Casting Time 1 minute
Components V, S, F (a set of marked sticks or bones worth at least 25 gp)
Range personal
Target you
Duration instantaneous

This spell allows you to precisely forecast the weather at your current location for the next 48 hours, providing you with advance warning of storms, blizzards, tornadoes, and other such meteorological phenomena. It applies only to the weather that would arise normally and naturally, and does not take into account any magical occurrences that might change the weather of an area.

Sky Swim (Gozreh), (FoB)

School transmutation [air];
Level cleric 3, druid 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched (Large or smaller)
Duration 1 minute/level
Saving Throw none;
Spell Resistance yes (harmless)

This spell grants the target the ability to swim through the air. Creatures with a swim speed can move through the air at that speed. Those without a swim speed must make Swim checks to move as normal. Still air is treated as calm water, light or moderate wind is treated as rough water, strong or severe wind is treated as stormy water, and stronger winds cannot be swum through (see Core Rulebook page 439). This spell does not grant the ability to breathe air to creatures that normally can’t.

Abstemiousness (Irori), (FoB)

School transmutation;
Level bard 1, cleric 1, druid 1
Casting Time 1 standard action
Components V, M
Range touch
Target a handful of berries, grains, nuts, or rice
Duration 1 hour
Saving Throw none;
Spell Resistance yes

Not everyone can achieve the physical stamina of the monk, but sometimes Irori smiles on his worshipers and allows them a reprieve from physical hungers and wants. This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and as such will not alone prevent someone from starving, but it can extend even limited reserves for extended periods.

Spell Gauge (Nethys), (FoB)

School divination [mind-affecting];
Level bard 2, cleric 2,inquisitor 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (a silver piece)
Range close (25 ft. + 5 ft./level)
Target one creature
Duration instantaneous
Saving Throw yes;
Spell Resistance yes

Upon casting this spell, you immediately know a selection of the spells the target creature has prepared or knows. The number of spells revealed to you is equal to your caster level. The target’s lowest-level spells are revealed first—ignoring 0-level spells—in a random order. Once all of the target’s 1st-levels spells are revealed, the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell does not reveal spells of 4th level or higher, nor does it reveal spell-like abilities or other special abilities. If cast on a creature that is not a spellcaster, that only has spells of 0 level or of 4th level or higher prepared, that has expended all of its spells, or that has not prepared any spells that day, the spell is expended without effect.

Early Judgment (Pharasma), (FoB)

School divination;
Level cleric 2, inquisitor 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./level)
Target one humanoid creature
Duration 1 round
Saving Throw Will negates;
Spell Resistance yes

You show one creature the effect of its life so far and what it might expect when it passes under Pharasma’s impartial gaze at the end of its life. Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If your target is good-aligned, it must save or be fascinated for 1d4 rounds. If your target is neutral-aligned, it must save or be confused for 1d4 rounds. If your target is evil-aligned, it must save or be shaken for 1d4 rounds.