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View Full Version : Pathfinder Mystic Past Life - An X to Y guide



killem2
2018-03-27, 07:17 PM
So every time I try to read about the Samsaran race feature it spirals into craziness sometimes. I'm going to try my best to condense any official responses about as well as a helpful guide to narrow down what one's choices would be. Currently I'm working on Samsaran Wizard choosing from other arcane classes. Eventually this will turn into one of those fancy color tagged guides for people to use. Now that PF1 is coming to an end, the content that is going to show up is probably going to be easier to manage as it should not generate too much new crunch.

What I've done is take each level of wizard used nifty app called NimbleSET and then put the other arcane class and it can separate what appears in one column but not the other for each level not the entire spell list.



0 Level

Know Direction: You discern north.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Sift: See area as though examining it.
Summon Instrument: Summons one musical instrument.
Unwitting Ally: Subject is considered ally for 1 round.


1st Level

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Biting Words: Deal 1d6+Str or Cha to target by speaking at it
Borrow Skill: Make a skill check using another's ranks.
Call Weapon: Summon an ally's weapon from a distance.
Chord of ShardsY: Performance deals 2d6 piercing damage.
Compel Hostility: Compels opponents to attack you instead of your allies.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Compulsive Liar: Prevent target from speaking the truth.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Deivon's Parry: Parry an incoming melee attack
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Enhance WaterR: Transform water into an alcoholic beverage.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Fumbletongue: Target cannot speak intelligently.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Horn of Pursuit: Create three notes heard miles away.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Innocence: Gain +10 on Bluff checks to seem innocent.
Instant Clot: Touched creature doesn't bleed
Intensify Psyche: Amplify the targets emotions
Invigorate: Temporarily relieves fatigue or exhaustion.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Magic MouthM: Objects speaks once when triggered.
Nature's Paths: Learn the best way to travel overland
Obscure Object: Masks object against scrying.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Play Instrument: Play instrument as if you were skilled.
Read WeatherFR: Forecast the weather for the next 48 hours.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Restful Sleep: Gain more hit points while sleeping.
Revealing Light: As light, but hampers Stealth checks
Saving FinaleY: Subject rerolls failed saving throw.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Secret SpeechR: Send secret messages to others within normal speech.
Share Language: Subject understands chosen language.
Solid Note: Creates tangible music note.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Suspend Drowning: Targets temporarily stop drowning
Swallow Your FearR: Increase creatures' combat effectiveness when they under a fear effect.
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Timely Inspiration: Gives bonus on failed check/attack.
Toilsome ChantR: Allow inspire competence to last for the duration of the skill affected.
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Undetectable Alignment: Conceals alignment for 24 hours.
Unnatural Lust: Target is compelled to kiss or caress another.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.


2nd Level

Absurdity: Threats seem like a ridiculous farce.
Acute Senses: Subject gains a bonus on Perception checks.
Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC
Allegro: Gain haste while maintaining bardic performance.
Ancestral Communion: Contact the spirits of your ancestors to bolster your own knowledge.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Trance: Fascinates 2d6 HD of animals.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Bladed Dash: Make a magically-powered charge attack.
Blessing of Liberty: +1-3 luck bonus to CMD and saves vs. spells/traps that would impede your movement; can end the spell early to gain a boost to speed.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Biography: Learn about a creature with its blood.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Build Trust: Gain various bonuses when interacting with the target.
Cacophonous Call: Nauseates target.
Calm Emotions: Calms creatures, negating emotion effects.
Catatonia: Make a willing target appear to be dead.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Charitable Impulse: Compel a creature to aid others rather than use violence.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Contact High: Duplicate a drug’s effects on others.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Deflect Blame: Blame someone else for your actions.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Desires: Learn what a creatures desire.
Detect Relations: Detect whether or not creatures are related by blood.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Display Aversion: Create an illusion to repulse a vampire.
Disrupt Silence: Disrupt all silence effects in an area.
Distracting Cacophony: Noise makes it difficult to cast.
Distressing Tone: Sound sickens 1d4 creatures.
Dousing Rain: Magical rain dampens fire but amplfies electricity
Dream Shield: Ward a target’s mind to protect them while unconscious.
3.5 MaterialDrunkard's BreathR: Spew a noxious cloud in a 30 ft. cone.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
False Belief: Temporarily plant a false memory.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Fortune's PathMF: Gain a glimpse of the future
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Golden Guise: Cause an object to briefly transform into gold.
Heightened Reflexes: Each ally in area gains a +10 bonus on one Reflex save.
Heroic FortuneFM: Grant a temporary hero point.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Hydrophobia: Make targets become deathly afraid of water.
Ignoble Form: Transform the target into a half-elf form.
3.5 MaterialImpede Speech: Interfere with the target's ability to speak.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Lament of Summer's Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Make Lost: Make the targets become lost.
Marching Chant: Allies can hustle without penalty while you sing or chant.
Matchmaker: Cause two creatures to fall in love.
Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Open Book: Make it permanently easier to learn more about a target.
Overstimulate: Target creature gains the ferocity ability
Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Piercing Shriek: Target is staggered by a painful sound.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Puzzle Box: Target forgets how to use commonly used objects.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
RechargeM: Restore charges to a technological item.
Reckless Infatuation: Target is compelled to stay near another.
Reinvigorating Wind: Magical wind invigorates your allies
Resounding Clang: Create a loud clangor that causes metallic objects to vibrate wildly.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Rotgut: Turn water into cheap alcohol
Rumormonger: Follow a rumor to see where it spreads.
Shamefully Overdressed: Force target to remove equipment.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
SilenceY: Negates sound in 20-ft. radius.
Slave to Sin: Draw out a creatures inner sin
Snapdragon Fireworks: Create 1 dragon firework/level.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
SuggestionY: Compels subject to follow stated course of action.
Swipe: Attempt to magically wrest an item from the target.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Tieldlara's Feint: Distract a target with lustful thoughts
Tongues: Speak and understand any language.
Trail of the RoseR: Cause a rose to leave a scented trail along your path as you move.
Unadulterated Loathing: Target is compelled to avoid another creature.
Urban Step: Step into one doorway and out another.
Versatile Weapon: Weapon bypasses some DR.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Wartrain Mount: Animal gains combat training.


3rd Level

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Air of AuthorityR: Creatures believe you are their direct superior.
Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Arcane Concordance: Grants metamagic to arcane spells.
Aura of the Unremarkable: Create a phantasm with auditory effects.
Beacon of LuckR: Send out a burst of luck to allies around you.
Bereave: Affected creatures don't count as allies for any purpose
Only available to Catfolk characters Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Champion's BoutR: Prevent others from interfering in a duel.
Charm Monster: Makes monster believe it is your ally.
Claim Identity: Steal a creature's face
ConfusionY: Subjects behave oddly for 1 round/level.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Coordinated Effort: Grants allies a teamwork feat.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse of Disgust: Target is sickened while viewing trigger.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Demanding Message: Send messages as per message with a suggestion for one creature.
Disrupt Link: Sever the target’s link with her bonded creature.
Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
Elemental Speech: Enables you to speak to elementals and some creatures.
Enticing Adulation: Force a creature to protect and care for you.
Exquisite Accompaniment: Instrument maintains bardic performance for you.
False AlibiMR: Modify the target’s memory in a specific way.
False FutureM: Cause divinations of the future to reveal the result you choose.
Fear: Subjects within cone flee for 1 round/level.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fleeting Memory: Create a gap in the target’s memory.
Flexible Fury: Swap one rage power for another.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Geas, Lesser: Commands subject of 7 HD or less.
Geomessage: Leave a message hidden on a surface
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haunting Choir: Spirits cause wracking pain to listeners.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Hypercognition: Rapidly recall everything you know about a subject.
Instant Fake: Provide a short-term replica of an object.
Inveigle Person: Humanoid becomes friendly to all other creatures.
Invigorate, Mass: As invigorate, but multiple creatures.
Jester's Jaunt: Teleport target within 30 ft. of itself.
Liquefy: Transmute an object into a liquid version of itself.
Mad Sultan's Memory: Bizarre cacohony fascinates eldritch creatures.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Malicious SpiteM: Target is compelled to plot against another.
Martial Marionette: Take partial control of an opponent's limbs.
Meticulous Match: Determine if two things are identical.
Mind Maze: Target must act as though they are wandering through a maze.
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
OverlookR: Enhance your ability to seem small and unimportant, increasing your Stealth.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Purging Finale: Removes one negative effect.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Remove Curse: Frees object or person from curse.
Repungant Taste: Foul liquid nauseates creatures that bite the target
Respectful QuietR: Render all targets silent, but only one-way.
Reviving Finale: Allies cured 2d6 damage.
Sand Table: Create a model of the surrounding land and the creatures nearby
ScryingF: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
See Invisibility: Reveals invisible creatures or objects.
Seeds of Influence: Weaken a creature to your divinations and enchantments
Sequester ThoughtsM: Erase a creature's memory about a single topic.
Smug Narcissism: Target is distracted by its sense of self.
Speak with Animals: You can communicate with animals.
Summon Ancestral Guardian: Conjure your ancestors' spirits to help you in combat.
Terrible Remorse: Creature is compelled to harm itself.
They Know: Convince target that a nearby creature knows her greatest secret.
Thundering Drums: 1d8 damage/level and knocked prone.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Trade Items: Swap a focus object with a target object.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Witness: See through the target's eyes and ears.

4th Level

Alaznist's Jinx: Inlfict the spell burn spellblight
Ancestral Gift: Summon an ancestor to bring you a ghostly, magical weapon.
Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Apathy: Cause a creature to lose interest in its passions
3.5 MaterialApparent Master: Take control over a construct, forcing it to regard you as its master.
Army Across Time: As ally across time, but more cubes and more duplicates
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Blood Song: Sacrifice your own blood to imbue others with spell-like abilities.
Bountiful Banquet: Create a luxurious feast for two creatures/level.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of the Outcast: Curse someone to rub people the wrong way.
Dance of a Hundred Cuts: Gain +1 combat bonus/3 levels.
Deceitful Veneer: Make someone seem like an obvious liar.
Denounce: Worsens creatures' attitudes.
Discordant BlastY: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
Dominate PersonY: Controls humanoid telepathically.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Echolocation: Sonic sense gives you blindsight 40 ft.
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Envious Urge: Targets steal from or disarm others.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Flash Forward: Charge, then teleport back to starting poisiton
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Ghost BrandM: Allow an item to transform into a brand and back.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Heroic Finale: Subject within range of your bardic performance can take an action.
Heroic Fortune, MassFM: As heroic fortune, but with multiple people.
Hold Monster: As hold person, but any creature.
Illusory Hoard: Force the target to believe nothing in its hoard is missing or disturbed.
Insect Scouts: Create insects to scout an area for you.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Modify MemoryY: Changes 5 minutes of subject's memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.
Pessimism: Force a creature to see the negative side of things.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Primal Scream: Free yourself from enchantments and paralysis effects.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Remove Radioactivity: Remove radiation effects from a target.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Seek Shelter: Weak creatures are compelled to seek shelter
Serenity: Peaceful feelings harm those attempting violence.
Shadow of DoubtR: Create a shadowy aura of doubt fueled by a foe’s own inner flaws.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Sleepwalking SuggestionM: Cause a creature to perform a suggested action while sleeping.
Song of Kyonin: Enhance your bardic performance to grant fast healing to three creatures.
Sonic Thrust: Sound moves targets away from you.
Speak with Plants: You can talk to plants and plant creatures.
Treasure StitchingM: Objects on cloth become embroidered.
TruespeakR: Communicate with any creature with a mind.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Utter Contempt: Target's attitude worsens by two categories.
Virtuoso Performance: Start a second bardic performance while maintaining the first.
Wall of Sound: Sonic wall deflects and damages creatures.
Zone of Silence: Keeps eavesdroppers from overhearing you.


5th Level

Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Bard's Escape: You and allies escape an emergency by teleporting to safety.
Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
Cacophonous Call, Mass: Nauseates multiple targets.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Crime Wave: Compel targets to commit criminal actions.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Deafening Song Bolt: Blast of song deals 3d10 damage and deafens targets.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dream Reality: Cause a creature to think it is dreaming
Fable TapestryR: Summon a shadowy version of a legendary character.
Foe to Friend: Redirect an enemy creature's attack.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Frozen Note: Paralyzes creatures listening to your song.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Hymn of Mercy: As touch of mercy, except affecting an area.
Inveigle Monster: As inveigle person, but affects any living creature
Joyful Rapture: Negate harmful emotions.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Mage's Decree: Send a message to creatures within miles.
MisleadY: Turns you invisible and creates illusory double.
Music of the Spheres: Amplify music of the spheres to grant fast healing, resistance, and saving throw bonuses to all creatures in the area.
Mydriatic Spontaneity, Mass: As mydriatic spontaneity, except it can affect multiple creatures.
Phobia: Induce an irrational fear in a creature to the point of madness.
Pox of Rumors: Curse a creature to attract nasty rumonrs.
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Repress Memory: Remove a piece of knowledge from your mind.
Resonating WordY: Target is damaged, staggered, and stunned.
Sabotage Construct: As confusion, but only affects constructs.
Seeds of Influence, Greater: As seeds of influence, but have a chance to dispel protective magic before it takes effect
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Walk: Step into shadow to travel rapidly.
Shadowbard: Shadowy duplicate starts a bardic performance.
Song of Discord: Forces targets to attack each other.
Stunning Finale: Stuns 3 creatures for 1 round.
Suggestion, Mass: As suggestion, affects subject/level.
Sustaining Legend: Amplify the mythic powers of the target creatures, bolstering them with healing energy.
Unshakeable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Unwilling ShieldM: Subject shares wounds you receive.
Vengeful Outrage: Target is compelled to destroy one enemy.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells

6th Level

Animate ObjectsY: Objects attack your foes.
Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Brilliant Inspiration: Take best of two d20 rolls.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Damnation of MemoryFR: Excise memories involving a single creature from others.
Dance of a Thousand Cuts: As dance of a hundred cuts, plus the benefits of haste.
Deadly Finale: Deals 2d8 damage to multiple targets.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Dirge of the Victorious KnightsFY: Call forth spectral Hellknights to trample targets in your path
Dream Council: Communicate with multiple sleeping creatures.
Entice FeyM: Entice service from a fey with 12 Hit Dice or fewer.
Euphoric Tranquility: Makes a creature friendly.
False Vision, GreaterM: As false vision, but moves with the target.
Fey Gate: Create a gate to the First World
Find the Path: Shows most direct way to a location.
Fleeting Memory, Mass: As fleeting memory, except that it affects multiple creatures.
Fool's Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Hollow Heroism, Greater: Provide a greater heroism effect that you can reverse at any time
Hymn of Peace: Prevent all nearby creatures from attacking others.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
Irresistible DanceY: Forces subject to dance.
Life of Crime: Permanently turn someone into a crazed criminal.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Magnifying Chime: Touched object deals increasing sonic damage each round.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Overwhelming Presence: Creatures bow before you as if you were divine.
Pied Piping: Compel similar creatures to follow you.
Project ImageM: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Touch of Slumber: Touched nonhostile creature falls asleep
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Yellow SignMR: Use this symbol to subject all who view it to the will of Hastur.



0 Level Spells

None

1st Level Spells

Blade Lash: Use your weapon like a whip to trip an opponent.
Blade Tutor's Spirit: Summon a spirit to help your more reckless attacks.
Call Weapon: Summon an ally's weapon from a distance.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Deivon's Parry: Parry an incoming melee attack
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Fallback StrategyR: Gain a free re-roll while this spell is active.
Frostbite: Target takes cold damage and is fatigued.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Returning Weapon: Grants a weapon the returning special weapon quality.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.

2nd Level

Ablative BarrierY: Surrounds the target with layers of force.
Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC
Bladed Dash: Make a magically-powered charge attack.
Blood Transcription: Learn a spell from the target's blood.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
Effortless Armor: Armor you wear no longer slows your speed.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Fire's FriendR: Cloak yourself in flames that harm nearby enemies.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
GroundswellR: Raise the ground up underneath you.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.

3rd Level

Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Conjuration Foil: Interfere with nearby teleportation effects.
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Force Hook Charge: Hook of force drags you to the target.
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels
Resilient ReservoirR: Store hit point damage as magical energy.
Shining CordM: Ensare a creature with a silver cord, allowing you to predict its actions and keep you close together.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Steal Size: Reduce a creature’s size, enlarge your own.
Tactical AdaptationF: Gain a combat feat for the spell's duration
Titanic Anchoring: Become grounded and nearly immovable.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.

4th level

Arcana Theft: Targeted dispel transfers an effect to you.
Blightburn Weapon: Transform a weapon into pure blightburn.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Flash Forward: Charge, then teleport back to starting poisiton
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Pellet Blast: Creates an explosion of conjured metal pellets.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Runic Overload: Charge magical runes to an explosive degree.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Wall of Sound: Sonic wall deflects and damages creatures.
Wing ThornsR: Sprout poisonous thorns from your wings.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

5th Level

Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
Cosmic Ray: Attack a creature with cosmic energy.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Furious Fire Barrage: Conjure balls of flame to throw.
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.

6th Level

Grim Stalker: Create a Grim to disrupt the targets sleep
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.

killem2
2018-03-27, 07:18 PM
0 level

Guidance: +1 on one attack roll, saving throw, or skill check.

1st Level

Barbed Chains: Hellish chains attack and cause a target to become shaken
Only available to Grippli characters Batrachian Surge: Amplify your latent amphibian nature
Compel Hostility: Compels opponents to attack you instead of your allies.
Daze Monster: Living creature of 6 HD or less loses next action.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Life Conduit: You are bound even tighter to your eidolon than normal, and may share hit points with it through your life link ability.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Mouth: Objects speaks once when triggered.
Rejuvenate Eidolon, Lesser: Eidolon cured 1d10 damage +1/level (max +5).
Unfetter: Remove distance restriction on eidolon.

2nd Level

Ablative Barrier: Surrounds the target with layers of force.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Evaluator's Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Evolution Surge, Lesser: Grants eidolon an evolution with 2 evolution points.
Final Sacrifice: Cause a summoned creature to explode.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Ghost Wolf: Summon a wolf mount made of black smoke which emanates fear.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Overstimulate: Target creature gains the ferocity ability
Phantom Steed: Magic horse appears for 1 hour/level.
Restore Eidolon, Lesser: Lesser restoration for an eidolon.
Share Glory: Imbue targets with a fraction of your mythic nature.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Summon Eidolon: Instantly summons your eidolon for duration of spell.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Venomous Bite: Enhance a target creature’s bite with poison.
Wicker Horse: Create a mount out of the surrounding flora
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd Level

Agonize: Pain encourages an outsider to obey you.
Bite the Hand: Compel a summoned creature to attack its summoner.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Charm Monster: Makes monster believe it is your ally.
Conjuration Foil: Interfere with nearby teleportation effects.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Dimension Door: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Evolution Surge: Grants eidolon an evolution with 4 evolution points.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Insect Spies: Use magic beetles as spies.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Life Conduit, Improved: Transfers 2d6 hit points to your eidolon as a swift action.
Locate Creature: Indicates direction to known creature.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Minor Creation: Creates one cloth or wood object.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Rejuvenate Eidolon: As lesser rejuvenate eidolon, but cures 3d10 damage +1/level (max +10).
Restore Eidolon: Restoration for an eidolon.
Shared Sacrifice: Create a link to the target and direct pain and damage through it.
Stoneskin: Grants DR 10/adamantine.
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Genie, Lesser: As summon monster I, except you can summon one janni.
Summon Monster 4: Summons extraplanar creature to fight for you.
Trade Items: Swap a focus object with a target object.
Vomit Twin: Vomit an ooze copy of yourself that you can swap places with.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.


4th Level

Baleful Polymorph: Transforms subject into harmless animal.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Blood Tentacles: Create writhing tentacles from your chest.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Calm Air: Reduce the strength of wind in an area.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contact Other Plane: Lets you ask question of extraplanar entity.
Damnation Stride: As dimension door, except you leave behind a burst of flame.
Dismissal: Forces a creature to return to native plane.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Evolution Surge, Greater: Grants eidolon two evolutions with a total of 6 evolution points.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Insect Plague: Wasp swarms attack creatures.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Magic Jar: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Purified Calling: Eidolon summoned is fully healed.
Reboot: Bring a destroyed construct back to action for a limited time.
Seek Shelter: Weak creatures are compelled to seek shelter
Sending: Delivers short message anywhere, instantly.
Stoneskin, Communal: As stoneskin, but you may divide the duration among creatures touched.
Summon Ceustodaemon: Summon a ceustodaemon.
Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann.
Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons.
Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Monster 5: Summons extraplanar creature to fight for you.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Surface Excursion: Temporarily teleport yourself and others to the surface
Teleport: Instantly transports you as far as 100 miles per level.
Transmogrify: Change your eidolon's evolutions.
Wall of Stone: Creates a stone wall that can be shaped.
Wooden Wing Shield: Transmute your wings into a wooden shield-like barrier.







5th Level

Banishment: Banishes 2 HD/level of extraplanar creatures.
Conjure Black Pudding: Summon a black pudding.
Create Demiplane, Lesser: Create your own demiplane.
Creeping Doom: Swarms of centipedes attack at your command.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Eaglesoul: Infuse yourself with power from a good-aligned outsider.
Ethereal Jaunt: You become ethereal for 1 round/level.
Flesh Wall: Create a wall of zombies
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ice Crystal Teleport: Target is frozen, then teleported.
Invisibility, Mass: As invisibility, but affects all in range.
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Life Conduit, Greater: You transfer 3d6 hit points to your eidolon as a swift action.
Mage's Decree: Send a message to creatures within miles.
Mind Swap: Switch minds with another creature for 1 hour per level.
Planar Binding: As lesser planar binding, but up to 12 HD.
Plane Shift: As many as 8 subjects travel to another plane.
Rejuvenate Eidolon, Greater: As lesser rejuvenate eidolon, but cures 5d10 damage +1/level (max +20).
Repulsion: Creatures can't approach you.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Simulacrum: Creates partially real double of a creature.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Summon Genie, Greater: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Monster 7: Summons extraplanar creature to fight for you.
Summon Vanth: Summon a single vanth psychopomp.
Tar Pool: Converts the top layer of the ground into hot tar.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
True Seeing: Lets you see all things as they really are.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.
Wall of Iron: 30 hp/four levels; can topple onto foes.


6th Level

Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Contact Entities IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Create Demiplane: As lesser create demiplane, but larger and with planar traits.
Dimensional Bounce: Teleport multiple times between two designated locations.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Dissolution: Cause a tiny item to vanish from existence.
Dominate Monster: As dominate person, but any creature.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Expel Blood: Rip out the targets blood, forming it into a fiendish water elemental with blood drain
Fey Gate: Create a gate to the First World
Frost Mammoth: Conjure a Huge mastodon made of ice and snow
Grim Stalker: Create a Grim to disrupt the targets sleep
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Invisibility Bubble, Mass: As invisibility bubble, but affecting all creatures within range
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Maze: Traps subject in extradimensional maze.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Planar Refuge: Enforce the rules of the Material Plane on another plane.
Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures.
Plundered Power: Kill a creature and steal its strongest spell-like ability
Protection from Spells: Confers +8 resistance bonus.
Summon Erodaemon: Summon an erodaemon.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Meladaemon: Summon a meladaemon.
Summon Monster 8: Summons extraplanar creature to fight for you.
Sympathy: Object or location attracts certain creatures.
Teleportation Circle: Teleports creatures inside circle.
Vermicious Assumption: Call upon a vermlek demon to invade and inhabit the body of a nearby corpse.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.



0 Level

Guidance: +1 on one attack roll, saving throw, or skill check.
Putrefy Food and Drink: Makes food and water inedible.
Stabilize: Cause a dying creature to stabilize.

1st Level

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Alleviate Addiction: Ignore the effects of addictions.
Animal Purpose Training: Animal gains a new general purpose.
Antitoxin Touch: Protect a creautre from incedental exposure to poison
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Cheetah's Sprint: Sprint or charge with amazing speed.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Delay DiseaseR: Grant the target temporary immunity to disease.
Diagnose Disease: Detect and identify diseases.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
Frostbite: Target takes cold damage and is fatigued.
Fumbletongue: Target cannot speak intelligently.
Hairline FracturesR: Create hairline fractures in earth and stone.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hermean Potential: Roll twice and take the higer roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Hex Vulnerability: Reuse a hex on a specific target.
Hex WardY: Target gains +4 on saves against witch hexes.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Instant Clot: Touched creature doesn't bleed
Karmic BlessingR: Target treats one skill of your choice as a class skill.
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
Mask Dweomer: Hides presence of a spell from detect magic.
Nature's Paths: Learn the best way to travel overland
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Read WeatherFR: Forecast the weather for the next 48 hours.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Strand of the Tangled Knot: Next attack against you takes -10 penalty
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.


2nd Level

Alluring Spores: Creatures take penalty to saving throws against your enchantment spells
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anonymous Interaction: Creatures forget details about you and conversations with you.
AuguryMF: Learns whether an action will be good or bad.
Beastspeak: Speak normally while in animal form.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
Blood Transcription: Learn a spell from the target's blood.
Burdened Thoughts: Force heavy encumberance onto a creature.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Control Vermin: Control a number of vermin for you and your allies to ride.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
Death CandleR: Create a howling fire elemental from the remains of the target’s life energy.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Relations: Detect whether or not creatures are related by blood.
Display Aversion: Create an illusion to repulse a vampire.
Dousing Rain: Magical rain dampens fire but amplfies electricity
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fair is Foul: Curse someone with a disfiguring or painful mutation.
Feast of AshesY: A target starves with an insatiable hunger.
Fester: Gives subject SR 12 + your level vs. healing effects.
Find Traps: Notice traps as a rogue does.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Fury of the SunR: Curse the target with internal heatstroke.
Gentle Repose: Preserves one corpse.
Gozreh's TridentR: Create a forked trident of electricity.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Ironskin: Harden your skin into iron.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Mindshock: Charge your attacks with violent psychic energy.
Minor DreamR: As the dream spell, except delivering a shorter message.
Necrostasis: Stagger an undead creature
Overstimulate: Target creature gains the ferocity ability
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pox PustulesY: Subject is sickened and has –4 Dex.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Sense Fear: Perceive nearby craetures that are experiencing fear
Severed Fate: Prevent the target from using hero points.
Shadowmind: Force a target to see more darkness around them.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Soothing Word: Lessen the severity of a target’s conditions.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Status: Monitors condition, position of allies.
Venomous BiteM: Enhance a target creature’s bite with poison.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Violent Accident: Curse a target to have a lethal accident in the near future
Vomit Swarm: Produces a spider swarm that fights for you.
Wicker Horse: Create a mount out of the surrounding flora
Winter's Grasp: Cover the ground in a layer of supernaturally cold ice.
Zone of Truth: Subjects within range cannot lie.

3rd Level

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Aggravate Affliction: Force ongoing afflictions to trigger.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Cackling Skull: Skull acts as magic mouth, listeners are shaken.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Claim Identity: Steal a creature's face
Clear Grove: Clear out vegetation from a small area.
Cup of DustY: Causes a creature to become dehydrated.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Cursed Treasure: Target object curses the next creature to touch it
Deflect Blame: Blame someone else for your actions.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Detoxify: Remove a creature's ability to posion others
Dibilitating Pain: Stun a creature with pain for 1 round
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Glyph of WardingMY: Inscription harms those who pass it.
Guiding Star: Know approximate distance from where you cast this spell.
Hag’s Seasoning: Curse a target with a supernatually delicious scent, attracking animalistic monsters.
Hex GlyphM: Inscription casts your hex on those who pass it.
Irregular Size: Creature's limb shrivels
Jealous Rage: Fill the target with a sense of entitled self-importance.
Lightning Lash: Create a cackling lash of unholy lightning.
Locate Object: Senses direction toward object (specific or type).
Mind Maze: Target must act as though they are wandering through a maze.
Nature's Exile: Gives subject –10 on Survival checks.
Nature's Ravages: Speed up the decomposition of a corpse.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pocketful of Vipers: Ward a container with summoned vipers.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
Reinvigorating Wind: Magical wind invigorates your allies
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Riversight: See events transpiring along a natural watercourse you touch.
Screech: Foes provoke attacks of opportunity.
Sensory Amplifier: Enhance the sight of all creatures near you.
Share Senses: Perceive the world around your familiar.
Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
Sky SwimR: Allow the target to swim through the air.
Speak with Dead: Corpse answers one question/two levels.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Spit Venom: Spit blinding black adder venom.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Transfer Regeneration: Bestow your regeneration on your allies.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Wing ThornsR: Sprout poisonous thorns from your wings.
Witness: See through the target's eyes and ears.

4th Level

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bereave: Affected creatures don't count as allies for any purpose
Black Spot: Inflict a specific and feared pirate curse onto your target.
Blast Barrier: Create a rippling but unstable wall from the earth.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Cape of WaspsY: Wasp swarm defends or carries you.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Death Ward: Grants bonuses against death spells and negative energy.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
False FutureM: Cause divinations of the future to reveal the result you choose.
Final Sacrifice: Cause a summoned creature to explode.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Ghost BrandM: Allow an item to transform into a brand and back.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Hallucinogenic Smoke: Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Malediction: Banish a soul to Hell if it dies within the next minute.
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Remove Radioactivity: Remove radiation effects from a target.
Repungant Taste: Foul liquid nauseates creatures that bite the target
Retributive Reparations: Creatures that take this item become cursed with fatigue.
SleepwalkM: Causes creature to move while asleep.
Speak with Haunt: Haunt answers one question/2 levels.
SpiteM: Inflict touch spell upon creature that attacks you.
Symbol of HealingM: Triggered rune heals living creatures.
They Know: Convince target that a nearby creature knows her greatest secret.
Threefold AspectF: Appear older or younger.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Virulence: Quickly advance the spread of diseases within the targeted creatures.

5th Level

Alaznist's Jinx: Inlfict the spell burn spellblight
Banish Seeming: Dispels touched illusion or a creature's change in form.
Bind Sage: Summon a caulborn to answer questions
Blood Ties: When a target is harmed, so is the target's relative.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Contagion, Greater: Infect a subject with a magical disease.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse, Major: As bestow curse, but harder to remove.
Debilitating Pain, Mass: As debilitating pain, with multiple targets
Deceitful Veneer: Make someone seem like an obvious liar.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Mark of Justice: Designates action that triggers curse on subject.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
ReincarnateFM: Brings dead subject back in a random body.
Rest Eternal: Dead creature cannot be revived.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.

6th Level

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Animate ObjectsY: Objects attack your foes.
Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Besmara's Grasping Depths: Use the restless dead to down your targets
Betraying Sting: Strike down creatures who thought you were their friend
Binding Earth, MassR: As binding earth but with multiple targets.
Cone of ColdY: 1d6/level cold damage.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse of the Outcast: Curse someone to rub people the wrong way.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Epidemic: Infect a subject with a highly contagious disease.
Fester, Mass: As fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
Green Caress: Slowly transform a creature into an inanimate plant.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Only available to Nagaji characters. Not available as a spellcasting service Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Overwhelming Poison: Make a poison more difficult to resist.
Percieve BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
PrognosticationM: Gain cryptic information from further in the future than divination.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Runic Overload: Charge magical runes to an explosive degree.
Share SkinR: Possess the body of an animal
Slay Living: Touch attack deals 12d6 + 1 per level.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Swarm Skin: Turns your body into a swarm of vermin.
Touch of Slumber: Touched nonhostile creature falls asleep


7th Level


Bestow Curse, Greater: Place an even greater curse on the subject.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Familiar DoubleM: As project image, but the image follows your familiar.
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Nature's Ravages, Greater: As nature’s ravages, except the target corpse ages much faster.
Phasic Challange: Enemy and ally can only harm and be harmed by each other
Poison Breath: Expel a cone of poison from your mouth.
Primal Regression: Make a creature become bestial and unintelligent.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Reincarnte SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Verminous Transformation: Partially transform into a swarm.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Withdraw Affliction: Remove an affliction and inflict it on another creature.


8th Level

Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
DestructionF: Kills subject and destroys remains.
False ResurrectionM: Appear to resurrect someone but instead allow a shadow demon to possess the corpse.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
Nine LivesR: Avoid trouble and harmful effects up to nine times.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
ResurrectionM: Fully restore dead subject.
Rotting Alliance: Creatures waste away while close to one another
Share Skin, GreaterR: Possess the body of any creature.
True PrognosticationM: Gain incredibly cryptic information for the distant future.

9th Level

Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Polar Midnight: Cold darkness paralyzes and deals damage.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Threefold FormF: As bilocation, but three copies instead of two

killem2
2018-03-27, 07:20 PM
soon but not yet im working on all this

killem2
2018-03-27, 07:21 PM
soon but not yet im working on all this

killem2
2018-03-27, 07:23 PM
soon but not yet im working on all this

killem2
2018-03-27, 07:24 PM
soon but not yet im working on all this

killem2
2018-03-27, 08:02 PM
This is for the arcanist and the sorcerer

killem2
2018-03-27, 08:11 PM
Divine classes - cleric vs paladin, Druid, ranger