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You detect radiation in the surrounding area, and you can intelligence (an Intelligence score of 1 or 2 or an Intelligence
determine the specific intensity of the radiation of one area modifier of –4 or lower) have simple, instinctual thoughts.
or object within the spell’s area each round without taking Each round, you can turn to detect thoughts in a new area.
an action (see Radiation on page 403 for more details). The The spell can penetrate barriers, but 3 feet of dirt or wood, 1 OVERVIEW
spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot foot of stone, 1 inch of common metal, a thin sheet of lead, or
of stone, 1 inch of common metal, a thin sheet of lead, or any any force field blocks it.
force field blocks it. CHARACTER
CREATION
DETECT TECH 1 DIMENSION DOOR 4 RACES
School conjuration (teleportation)
School divination Casting Time 1 standard action
Casting Time 1 standard action Range long (400 ft. + 40 ft./level) CLASSES
Range 60 ft. Targets you and touched objects or touched willing or
Area cone-shaped burst unconscious creatures
Duration instantaneous Duration instantaneous SKILLS
Saving Throw none; Spell Resistance no Saving Throw none, Will negates (object); Spell Resistance
You detect all technological items (even hybrid items) with no, yes (object) FEATS
charges or that replenish charges in the area, including You instantly transfer yourself from your current location to
batteries, power cells, and generators (as well as such items any other spot within range. You always arrive at exactly the
that are on creatures you can see, even if the creatures have spot desired—whether by simply visualizing the area or by EQUIPMENT
hidden those items on themselves). You can’t determine if stating its direction. You can bring along objects as long as their
there are technological items in areas you can’t see, nor can weight doesn’t exceed your maximum load. You can also bring
you detect technological traps in this way. up to four additional willing or unconscious Medium or smaller TACTICAL
The information this spell provides allows you to differentiate creatures (carrying gear or objects up to their maximum load) RULES
between charged items and items that replenish charges, but or their equivalent. A Large creature counts as two Medium STARSHIPS
it does not provide any further information nor does it tell you, creatures, and a Huge creature counts as two Large creatures.
for example, how many charges an item currently has or how All creatures to be transported must be in contact with one
many maximum charges it can hold. This spell can penetrate another, and at least one of those creatures must be in contact MAGIC AND
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common metal, a thin sheet of lead, or any force field blocks it. until your next turn (and each creature traveling with you can’t GAME
take any other actions until its next turn). MASTERING
DETECT THOUGHTS 1
If you arrive in a place that is already occupied by a solid SETTING
School divination (mind-affecting) body, you and each creature traveling with you each take 1d6
damage and are shunted to a random open space on a suitable
Casting Time 1 standard action surface within 100 feet of the intended location. If there is no
Range 60 ft. free space within 100 feet, you and each creature traveling PATHFINDER
Area cone-shaped emanation with you take 2d6 additional damage and are shunted to a LEGACY
Duration concentration, up to 1 minute/level free space within 1,000 feet. If there is no free space within
Saving Throw Will negates, see text; Spell Resistance no 1,000 feet, you and each creature traveling with you take 4d6
You detect the surface thoughts of intelligent creatures additional damage and the spell simply fails.
around you. The amount of information revealed depends on
how long you study a particular area or target. DISCERN LIES 4
1st Round: You detect the presence or absence of thoughts
from conscious creatures that have Intelligence scores of at School divination
least 1 (or an Intelligence modifier of –5) or higher. Casting Time 1 standard action
2nd Round: You detect the number of thinking minds and Range close (25 ft. + 5 ft./2 levels)
the Intelligence score (or modifier) of each. If the highest Targets up to one creature/level, no two of which can be
Intelligence score is 26 (or a modifier of +8) or higher and at more than 30 ft. apart
least 10 points higher than your own Intelligence score (or 5 Duration concentration, up to 1 round/level
points higher than your own Intelligence modifier), you are Saving Throw Will negates; Spell Resistance no
stunned for 1 round and the spell ends. This spell doesn’t let Each round, you concentrate on one target within range.
you determine the location of the thinking minds if you can’t You know if the target deliberately and knowingly speaks
see the creatures whose thoughts you are detecting. a lie by discerning disturbances in its aura caused by lying.
3rd Round: You can read the surface thoughts of any mind The spell does not reveal the truth or uncover unintentional
in the area. A target who succeeds at its Will save prevents inaccuracies, and it doesn’t necessarily reveal evasions. Each
you from reading its thoughts, and you must cast detect round, you can concentrate on a different target.
thoughts again to have another chance. Creatures of animal
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DISCHARGE 3 If you use this spell to create a disguise, you gain a +10
School abjuration circumstance bonus to the Disguise check (since it counts
Casting Time 1 standard action as altering your form). A creature that interacts with you
Range medium (100 ft. + 10 ft./level) directly can attempt a Will saving throw to recognize your
Targets one creature or technological object appearance as an illusion.
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no DISINTEGRATE 6
You can dissipate the charges from one technological object,
temporarily depower one electrically powered technological School transmutation
object that does not use charges, or severely hinder a Casting Time 1 standard action
construct with the technological subtype. If the spell targets Range medium (100 ft. + 10 ft./level)
an object with charges, the object loses all of its remaining Targets one creature or object, or up to a 10-ft. cube of
charges. If the object is powered by electrical means other nonliving matter
than charges, its functions are suppressed for 1d4 rounds. If Duration instantaneous
the spell targets a creature not of the technological subtype, Saving Throw Fortitude partial (object); Spell Resistance yes
it affects a random charged or electrically powered item in Immense power shoots from your finger, with the potential to
that creature’s possession. If the target is a construct with disintegrate a target where it stands.
the technological subtype, it is staggered and cannot use any When you cast this spell, a thin, green ray springs from your
energy-based attacks for 1d4 rounds. A construct with the pointing finger. You must make a ranged attack against your
technological subtype that is affected by this spell can attempt target’s EAC, but you can add your key ability score bonus to
a Fortitude saving throw at the end of each round to shrug off this attack instead of your Dexterity modifier if it is higher. If
the effect. you hit, the target takes 14d20 damage. Any creature reduced
to 0 Hit Points by this spell is entirely disintegrated, leaving
DISCHARGE, GREATER 6 behind only a trace of fine dust. A disintegrated creature’s
equipment is unaffected. Only one target is affected per
School abjuration casting of this spell.
Targets or Area one creature or technological object, or a When used against an object, the ray simply disintegrates
20-ft.-radius burst as much as a 10-foot cube of nonliving matter. Thus, the spell
16651167 This spell functions as discharge, except it can discharge disintegrates only part of any very large object or structure
multiple technological objects. You can use it in one of two targeted. The ray affects even objects constructed entirely of
ways: an area discharge or a targeted discharge. force, but it does not affect other magical effects that are not
Area Discharge: When used in this way, the spell affects an object, creature, or force effect.
everything within a 20-foot-radius burst. Each creature in A creature or object that succeeds at a Fortitude saving
the area is affected as though by discharge (affecting only throw is partially affected, taking only 4d20 damage. If this
one object in the creature’s possession), and each unattended damage reduces the creature or object to 0 Hit Points, the
object is similarly affected. target is entirely disintegrated.
Targeted Discharge: If this spell targets a single creature,
it can discharge one randomly determined object from the DISMISSAL 4-5 4-5
target’s charged or electrically powered possessions for every
4 caster levels you have. School abjuration
Casting Time 1 standard action
DISGUISE SELF 1 1 Range close (25 ft. + 5 ft./2 levels)
Targets see text
School illusion Duration instantaneous
Casting Time 1 standard action Saving Throw Will negates, see text; Spell Resistance yes
Range personal The spell instantly forces one or more extraplanar creatures
Duration 10 minutes/level (D) off your current plane, whisking them away instantly—usually
You make yourself—and any clothing, armor, weapons, and to the creature’s home plane, but there is a 20% chance of
equipment on you—look different. You can seem up to 1 foot sending the target to a random plane other than its own. You
shorter or taller, thin, fat, or in between. You can’t change your can improve the spell’s chance of success by presenting one
creature type (although you can appear as another subtype). object or substance that the target fears, hates, or otherwise
Otherwise, the extent of the apparent change is up to you. You opposes; you gain a +1 circumstance bonus to your caster level
could merely add or obscure a minor feature, or you could look check to overcome the target’s spell resistance (if any), and
like an entirely different person or gender. the save DC of the spell increases by 2. At the GM’s discretion,
The spell does not provide the abilities or mannerisms of certain rare items might work twice as well, providing a +2
the chosen form nor does it alter the perceived tactile (touch) circumstance bonus to the caster level check to overcome spell
or audible (sound) properties of you or your equipment. resistance and increasing the spell’s save DC by 4.
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OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
4th: When you cast dismissal as a 4th-level spell, it affects that’s giving him those duplicates”). Attempt a dispel check MAGIC AND
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5th: When you cast dismissal as a 5th-level spell, it affects caster level. If you succeed, the spell ends. If you don’t specify GAME
a number of extraplanar creatures whose total CR can’t exceed a spell and there is more than one possible spell on the target, MASTERING
your level + 2, no two of which can be more than 30 feet apart. your targeted dispel attempts to dispel a spell at random.
If you target a force, an object, or a creature that is the SETTING
effect of an ongoing spell (such as unseen servant), you
DISPEL MAGIC 3 3 attempt a dispel check to end the spell that conjured the
School abjuration object or creature. PATHFINDER
Casting Time 1 standard action If the object that you target is a magic item, you attempt a LEGACY
Range medium (100 ft. + 10 ft./level) dispel check against the item level (DC = 11 + the item level). If
Targets one creature, object, spell, or spellcaster you succeed, all the item’s magical properties are suppressed
Duration instantaneous for 1d4 rounds, after which the item recovers its magical
Saving Throw none; Spell Resistance no properties. A suppressed item becomes nonmagical for the
You can use dispel magic to end one ongoing spell that has duration of the effect. A magic item’s nonmagical physical
been cast on a creature or object, to temporarily suppress properties are unchanged: a suppressed holy laser pistol is still
the magical abilities of a magic item, or to counter another a laser pistol. Artifacts and deities are unaffected by mortal
spellcaster’s spell. A dispelled spell ends as if its duration had magic such as this.
expired. Some spells, as detailed in their descriptions, can’t You can choose to automatically succeed at your dispel
be defeated by dispel magic. Dispel magic can dispel (but not check against any spell you have cast.
counter) spell-like abilities just as it does spells. The effect of Counter: You can use the energy of dispel magic to disrupt
a spell with an instantaneous duration can’t be dispelled. the casting of other spells. First, select an opponent and take
You choose to use dispel magic in one of two ways: as a the ready action (see page 249) to cast dispel magic when that
targeted dispel or as a counter. target casts a spell. This is considered a purely defensive action.
Targeted Dispel: One creature, object, or spell is the target When that readied action is triggered, you cast dispel magic
of the dispel magic spell. You can also use a targeted dispel and must attempt a dispel check (1d20 + your caster level) to
to specifically end one spell affecting the target or one spell counter the other spellcaster’s spell. The DC is equal to 11 + the
affecting an area (such as zone of truth). You must name the other spellcaster’s caster level. If the check is successful and the
specific spell effect to be targeted in this way or otherwise target is in range, the spell fails and has no result.
uniquely identify it (such as “that burning wall” or “the spell
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DISPEL MAGIC, GREATER 5 5 blindsense to attack the displaced creature without a miss
School abjuration chance, unlike normal for blindsense.
Targets or Area one creature, object, spell, or spellcaster; or a
20-ft.-radius burst DIVINATION 4
This spell functions like dispel magic, except it can end more
than one spell on a target and it can be used to target multiple School divination
creatures. You choose to use greater dispel magic in one of Casting Time 10 minutes
three ways: a targeted dispel, an area dispel, or a counter. Range personal
Targeted Dispel: This functions as a targeted dispel magic, Duration instantaneous
but you can dispel one spell for every 4 caster levels you Similar to augury but more powerful, a divination spell
have, attempting a separate dispel check for each spell. can provide you with a useful piece of advice in reply to a
Additionally, greater dispel magic has a chance to dispel any question concerning a specific goal, event, or activity that
curse that remove affliction can remove, even if dispel magic is to occur within 1 week. Casting this spell requires you to
can’t dispel that effect. The DC of this check is equal to the expend 1 Resolve Point. The advice granted by the spell can
curse’s DC. be as simple as a short phrase, or it might take the form of a
Area Dispel: When greater dispel magic is used in this way, cryptic rhyme or omen. If you don’t act on the information, the
the spell affects everything within a 20-foot-radius burst. conditions may change so that the information is no longer
Attempt one dispel check and apply that check to each creature useful. The chance for a correct divination is 75%. If the die roll
or object in the area, as if it were targeted by dispel magic. fails, you know the spell failed, unless specific magic yielding
If you don’t specify spells and there is more than one possible false information is at work.
spell on the target, your targeted dispel attempts to dispel spells As with augury, multiple castings of divination about the
at random. Magic items themselves are not affected by an area same topic by the same caster use the same die result as the
dispel but additional magical effects on them may be dispelled. first divination spell and yield the same answer each time.
For each ongoing spell effect whose point of origin is within
the area of the greater dispel magic spell, apply the result of DOMINATE PERSON 5
the dispel check to dispel the spell. For each ongoing spell
whose area overlaps that of the greater dispel magic spell, School enchantment (compulsion, mind-affecting)
apply the result of the dispel check to end the effect, but only Casting Time 1 round
16651169 within the overlapping area. Range close (25 ft. + 5 ft./2 levels)
If an object or a creature that is the effect of an ongoing Targets one humanoid
spell is in the area, apply the result of the dispel check to end Duration 1 day/level; see text
the spell that conjured that object or creature (returning it Saving Throw Will negates; Spell Resistance yes
whence it came) in addition to attempting to dispel one spell You fire a bright purple ray at your target, making a ranged
targeting the creature or object. attack against your target’s EAC, but you can add your key
You can choose to automatically succeed at your dispel ability score bonus to this attack instead of your Dexterity
check against any spell you have cast. modifier if it is higher.
Counter: This functions as countering with dispel magic, If you hit and your target fails its Will saving throw, you
but you receive a +4 bonus to your dispel check to counter establish a telepathic link with the target’s mind and can control
the other spellcaster’s spell. its actions. If you and the target have a common language, you
can generally force the target to perform as you desire, within
DISPLACEMENT 3 the limits of its abilities. If no common language exists, you
can communicate only basic commands, such as “Come here,”
School illusion “Go there,” “Fight,” and “Stand still.” You know what the target
Casting Time 1 standard action is experiencing, but you don’t receive direct sensory input
Range touch from it, nor can it communicate with you telepathically.
Once
Targets one creature you have given a dominated creature a command, it continues
Duration 1 round/level (D) to attempt to carry out that command to the exclusion of all
Saving Throw Will negates (harmless); Spell Resistance other activities except those necessary for day-to-day survival
yes (harmless) (such as sleeping, eating, and so forth). Changing your orders or
The target of this spell appears to be about 2 feet away from giving a dominated creature a new command is a move action.
its true location. The creature benefits from a 50% miss chance By concentrating fully on the spell (a standard action), you
as if it had total concealment. Unlike actual total concealment, can receive full sensory input as interpreted by the mind of the
displacement doesn’t prevent enemies from targeting the target, though it still can’t communicate with you. You don’t
creature normally. True seeing reveals the target’s true location actually see through the target’s eyes, but you still get a good
and negates the miss chance. If a creature with blindsense idea of what’s going on.
can also see the displaced creature, the visual and blindsense The target resists this control, and any target forced to take
information combined are enough for the creature with actions against its nature can attempt a new saving throw with
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a +2 bonus. Obviously self-destructive orders are not carried This spell doesn’t prevent warded creatures from being affected
out. Once control is established, the range at which it can be by an attack with an area of effect, though a warded creature
exercised is unlimited as long as you and the target are on the receives a +2 bonus to saving throws against such attacks.
same plane. You don’t need to see the target to control it. Each warded creature can breathe normally, no matter the OVERVIEW
If you don’t spend at least 1 round concentrating on the surrounding atmosphere, and it suffers no harm from being in a
spell each following day, the target can attempt a new saving hot or cold environment. A warded creature can’t attack without
throw to throw off the domination. You can be prevented breaking the spell for itself, but it can use harmless spells and CHARACTER
from exercising control or using the telepathic link while the abilities that don’t require attack rolls, and it can act otherwise. CREATION
target is under the effects of some spells, but such effects
don’t automatically dispel the domination. RACES
ENTROPIC GRASP 3
ENERGY RAY 0 School transmutation CLASSES
Casting Time 1 standard action
School conjuration (creation) Range touch
Casting Time 1 standard action Targets one nonmagical manufactured object (or the volume of SKILLS
Range close (25 ft. + 5 ft./2 levels) the object within a 3-ft.-radius of the touched point) or one
Targets one creature or object manufactured creature touched each round FEATS
Duration instantaneous Duration see text
Saving Throw none; Spell Resistance yes Saving Throw Fortitude negates (object); Spell Resistance no
When you cast this spell, choose acid, cold, electricity, or fire; Any unattended, manufactured (built from component parts, EQUIPMENT
the spell gains that descriptor. You fire a ray at the target, and including metal, wood, plastic, glass, and so on) item you touch
you must make a ranged attack against its EAC. On a hit, the crumbles into dust, rust, and decay. If the item is so large that TACTICAL
ray deals 1d3 damage of the chosen energy type. it can’t fit within a 3-foot radius, a 3-foot-radius volume of the RULES
material is destroyed. This is an instantaneous effect.
ENERVATION 4 You can employ entropic grasp in combat by making a STARSHIPS
melee attack against your opponent’s EAC. If you hit, you
School necromancy instantaneously reduce a manufactured armor’s KAC and EAC
Casting Time 1 standard action bonus by 3 (to a minimum of a +0 bonus). Damaged armor MAGIC AND 4254714
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Targets one creature check, the armor’s armor bonuses are restored to their original GAME
Duration instantaneous values. Against a manufactured creature (generally constructs, MASTERING
Saving Throw none; Spell Resistance yes but not undead), this attack instead deals 6d12 damage.
You shoot a black ray at a target, making a ranged attack Weapons and equipment in use by an opponent are more SETTING
against the target’s EAC. If you hit, the target gains 2 temporary difficult to affect with this spell. You attempt a sunder combat
negative levels. Negative levels stack. If the target survives, it maneuver against the item. If successful, you deal 6d6 damage PATHFINDER
recovers from negative levels after a number of hours equal to the weapon or item. LEGACY
to your caster level (maximum 15 hours). An undead creature
Used in combat, this spell lasts 1 round per level, and you
struck by the ray gains 10 temporary Hit Points for 1 hour. can make one melee attack each round on future rounds as a
standard action. The target can attempt a save to negate each
ENSHRINING REFUGE 6 melee attack, but success does not end the spell.
Casting this spell doesn’t provoke attacks of opportunity.
School abjuration
Casting Time 1 standard action ERASE 1
Range close (25 ft. + 5 ft./2 levels)
Area all creatures in 40-ft. radius burst School transmutation
Duration 1 round/level (D) Casting Time 1 standard action
Saving Throw Will negates, see text; Spell Resistance no Range close (25 ft. + 5 ft./2 levels)
All creatures within a 40-foot radius of the spell’s point of Targets one written data set
origin are protected from violence. Any opponent attempting Duration instantaneous
to directly attack a warded creature, even with a targeted Saving Throw none; Spell Resistance no
spell, must attempt a Will saving throw. If the opponent Erase removes writings of either magical or mundane nature
succeeds, it can attack that creature normally, though it takes from any written storage, including paper, computers, or
a –2 penalty to attacks against that creature for the duration similar devices. You remove up to 1,500 words worth of
of the spell. On a failed save, the opponent can’t follow through text (for computer files, this could be a 1,500-word data file
with the attack, loses that action, and can’t directly attack or 1,500 words of computer code). With this spell, you can
the warded creature for the duration of the spell. Those not remove magic runes and glyphs created by spells of 3rd-level
attempting to attack a warded creature remain unaffected. and lower.
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Nonmagical writing in a book or manual is automatically intersection within range, at which point it detonates, dealing
erased if you touch it and no one else is holding it. Magical 9d6 fire damage to all creatures and objects in the area. If you
writing and computer programs must be touched (either send the battery through a narrow opening, you must make
directly or by touching the physical drive that holds the file) to a ranged attack (usually against an Armor Class of 10 for a
be erased, and you must also succeed at a caster level check narrow opening or an Armor Class of 15 for an extremely narrow
(1d20 + caster level) with a DC equal to 11 + the caster level for opening) to avoid hitting the side and detonating it prematurely.
the magical writing or the item level of the computer’s drive.
Computers generally keep backups on a round-by-round basis, FATIGUE 0
and when you erase code from a computer, it takes 1 round
for the computer to access its backups. If you erase a file that School necromancy
stores continuous data (like a camera feed), the computer won’t Casting Time 1 standard action
be able to recover the missing round. A natural 1 is always a Range touch
failure on this check. If you fail to erase writing that is part of a Targets one creature
trap (magical or otherwise), you set off that trap. Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
ETHEREAL JAUNT 6 6 You make a melee attack against a single target’s EAC, adding
your key ability score modifier to the attack roll instead of
School transmutation your Strength modifier if it is higher. The target must succeed
Casting Time 1 standard action at a Fortitude save or be fatigued for the spell’s duration.
Range personal This spell has no effect on a creature that is already fatigued.
Duration 1 round/level (D) Casting this spell doesn’t provoke attacks of opportunity.
You become ethereal, along with your equipment. For the
duration of the spell, you are on the Ethereal Plane, which FEAR 1-4
overlaps the Material Plane. When the spell expires, you return
to material existence. School enchantment (emotion, fear, mind-affecting)
An ethereal creature is invisible, insubstantial, and capable Casting Time 1 standard action
of moving in any direction, even up or down, albeit at half Range see text
normal speed. As an insubstantial creature, you can move Targets see text
16651171 through solid objects, including living creatures. An ethereal Duration see text
creature can see and hear events and creatures on the Material Saving Throw Will partial; Spell Resistance yes
Plane, but everything looks gray and ephemeral. Sight and With a single mental nudge, you can unlock one or more
hearing on the Material Plane are limited to 60 feet and many targets’ deepest nightmares. A target that succeeds at its Will
kinds of senses (such as blindsense and blindsight) don’t work saving throw against this spell is shaken for 1 round.
across the planar boundary. 1st: When you cast fear as a 1st-level spell, it affects one
Force effects and abjurations affect an ethereal creature living creature of CR 4 or lower at close range (25 feet + 5
normally, but force effects originating on the Ethereal Plane feet/2 levels). The target must succeed at a Will saving throw
don’t affect targets on the Material Plane. An ethereal creature or be frightened for 1d4 rounds.
can’t attack material creatures, and spells you cast while 2nd: When you cast fear as a 2nd-level spell, it affects one
ethereal affect only other ethereal things. Certain material living creature of CR 4 or lower per 3 caster levels at medium
creatures and objects have attacks or effects that work on the range (100 feet + 10 feet/level), no two of which can be more
Ethereal Plane. Treat other ethereal creatures and ethereal than 30 feet apart. Each target must succeed at a Will saving
objects as you would if you were both on the Material Plane. throw or be frightened for 1 minute.
If you end the spell and become material while inside a 3rd: When you cast fear as 3rd-level spell, it affects all
material object (such as a solid wall), you are shunted to the living creatures of CR 8 or lower in 30-foot cone-shaped burst.
nearest open space and take 1d6 damage per 5 feet that you Each target must succeed at a Will save or become panicked
so travel. for 1 minute. If cornered, a panicked creature begins cowering.
4th: When you cast fear as 4th-level spell, it affects all
EXPLOSIVE BLAST 3 living creatures in 30-foot cone-shaped burst regardless of CR.
Each target must succeed at a Will save or become panicked
School evocation (fire) for 1 minute. If cornered, a panicked creature begins cowering.
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level) FEEBLEMIND 5
Area 20-ft.-radius burst
Duration instantaneous School enchantment (compulsion, mind-affecting)
Saving Throw Reflex half; Spell Resistance yes Casting Time 1 standard action
You magically transform a used battery into a powerful Range medium (100 ft. + 10 ft./level)
explosive device, propelling it in a straight line to a grid Targets one creature
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OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
Duration instantaneous has similar damage or deformities. The creature is not dead, MAGIC AND
16651172 Saving Throw Will negates; Spell Resistance yes but it gives off no sign of life even upon close inspection. Only SPELLS 4254716
You fire a scintillating ray at your target, making a ranged creatures made of flesh are affected by this spell. GAME
attack against your target’s EAC, but you can add your key If this spell is cast upon a stone creature that was once MASTERING
ability score bonus to this attack instead of your Dexterity
flesh, it reverses the petrification.
modifier if it is higher. If you hit and your target fails its Will SETTING
saving throw, the target creature’s Intelligence and Charisma
scores each drop to 1 (a modifier of –5). The affected creature FLIGHT 1-6
is unable to use Intelligence- or Charisma-based skills, cast School transmutation PATHFINDER
spells, understand language, or communicate coherently. It Casting Time 1 standard action; see text LEGACY
still knows who its friends are and can follow them and even Range see text
protect them. The target remains in this state until a miracle, Targets see text
psychic surgery, wish, or similar spell is used to cancel the Duration see text
effect. It can’t be removed by effects like break enchantment. Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
FLESH TO STONE 6 You tinker with the particles of magic surrounding one or
more targets to either allow them to slow a fall, gently rise or
School transmutation descend, or fly short or vast distances.
Casting Time 1 standard action 1st: When you cast flight as a 1st-level spell, you can target
Range close (25 ft. + 5 ft./2 levels) one Medium or smaller falling object or creature per level at
Targets one creature close range (25 feet + 5 feet/2 levels). The targets must all
Duration instantaneous be within 20 feet of each other. A Large creature or object
Saving Throw Fortitude negates; Spell Resistance yes counts as two Medium creatures or objects, a Huge creature or
You fire a dull gray ray at your target, making a ranged attack object counts as four Medium creatures or objects, and so on.
against your target’s EAC, but you can add your key ability The affected targets instantly fall slower, at a rate of just 60
score bonus to this attack instead of your Dexterity modifier feet per round (equivalent to the end of a fall from a few feet).
if it is higher. If you hit and the target fails its Fortitude save, The targets take no damage upon landing while the spell is in
the target, along with all its carried gear, turns into a mindless, effect. This spell doesn’t affect charging or flying creatures.
inert statue. If the statue resulting from this spell is broken For each target, this casting of the spell lasts until that target
or damaged, the target (if ever returned to its original state) lands or 1 round per caster level (whichever happens first).
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The 1st-level version of this spell can be cast as a reaction, Area 20-ft.-radius spread
but when you do so, you can’t take a standard action on your Duration 10 minutes/level
next round. Saving Throw none; Spell Resistance no
2nd: When you cast flight as a 2nd-level spell, you can A bank of fog billows out from the point you designate. The
target yourself or one willing or unconscious creature or fog obscures all sight, including darkvision, beyond 5 feet. A
unattended object (total weight up to 100 pounds or 10 creature within 5 feet has concealment (attacks have a 20%
bulk per level) at close range. The spell allows you to move miss chance) against its attacker. Creatures farther away have
the target up or down as you wish. Each round as a move total concealment (50% miss chance, and the attacker can’t use
action, you can mentally direct the target up or down as sight to locate the target) against their attackers.
much as 20 feet. You can’t move the target horizontally. A A moderate wind (11+ mph) disperses the fog in 4 rounds; a
levitating creature that attacks with a melee or ranged weapon strong wind (21+ mph) disperses the fog in 1 round.
finds itself increasingly unstable; the first attack takes a –1 This spell doesn’t function underwater or in a vacuum.
penalty to attack rolls, the second a –2 penalty, and so on,
to a maximum of –5. A full round spent stabilizing allows the FORCE BLAST 2
creature to begin again at –1.
This casting of the spell lasts 1 minute per caster level and School evocation (force)
is dismissible. Casting Time 1 standard action
3rd: When you cast flight as a 3rd-level spell, you can target Range 30 ft.
one willing or unconscious touched creature and give it the Area cone-shaped burst
power of flight. The target can fly at a speed of 60 feet with Duration instantaneous
average maneuverability. Flying while under this spell’s effects Saving Throw Reflex partial, see text; Spell Resistance yes
takes no more concentration than walking, so the target can You gather mystical energy and blast it outward in a mighty
attack or cast spells normally. The target can charge but not wave originating from your fingertips, damaging and
run, and it can’t carry aloft more weight than its normal bulk potentially knocking back your enemies. This spell deals 2d6
limit. The target gains a bonus to Acrobatics checks to fly force damage to each creature in the area unless it succeeds at
equal to half your caster level. a Reflex saving throw for half damage.
If this spell expires or is dispelled while the target is aloft, Additionally, the force from this spell effectively attempts
the target floats downward 60 feet per round for 1d6 rounds. to bull rush all creatures in the area. Attempt a single bull
16651173 If it reaches the ground in that amount of time, it lands safely. rush combat maneuver, using your caster level + your key
If not, it falls the rest of the distance, taking 1d6 damage per ability score modifier as your attack bonus. Compare the
10 feet fallen. result to each target’s KAC + 8. If you’re successful, that
The spell lasts for 1 minute per caster level. creature is knocked back 5 feet, plus 5 additional feet for
4th: When you cast flight as a 4th-level spell, you can target every 5 by which your attack exceeds the creature’s KAC +
one willing or unconscious touched creature and affect it as 8. If there is an obstacle in the way, the creature stops at the
per the 3rd-level version of the spell, except the target’s fly obstacle instead.
speed is increased by 10 feet and the spell lasts for 10 minutes
per caster level. GHOST SOUND 0 0
5th: When you cast flight as a 5th-level spell, you can
target yourself and be affected as per the 4th-level version School illusion
of the spell, except the spell lasts for 1 hour per caster level. Casting Time 1 standard action
When you use this flight speed for long-distance movement, Range close (25 ft. + 5 ft./2 levels)
you can hustle without taking nonlethal damage (a forced Effect illusory sounds
march still requires Constitution checks). You can cover 140 Duration 1 round/level (D)
miles in an 8-hour period of flight (or 80 miles at a speed of Saving Throw Will disbelief; Spell Resistance no
50 feet). You create a volume of sound that rises, falls, recedes,
6th: When you cast flight as a 6th-level spell, you can approaches, or remains fixed. You choose what type of sound
target multiple willing or unconscious creatures at close range this spell creates when casting it and cannot thereafter
(25 feet + 5 feet/2 levels) and affect them as per the 3rd-level change the sound’s basic character.
version of the spell. You can target one creature per caster The volume of sound created can produce as much noise
level, all of which must be within 30 feet of each other. This as 20 normal humans. Thus, you can create shouting, singing,
casting of the spell lasts 10 minutes per caster level. talking, marching, running, or walking sounds, as well as sounds
of battle or small explosions. You can make noises that sound
FOG CLOUD 2 2 like machines, the general chatter of distant conversation,
or the roar of an alien predator, but you can’t make specific
School conjuration (creation) sounds such as intelligible speech or the exact hum of a par-
Casting Time 1 standard action ticular starship’s engines.
Range medium (100 ft. + 10 ft./level)
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GRAVE WORDS 0 A creature within 50 feet of the singularity has its speed
School necromancy (language-dependent) reduced by half when it moves away from the singularity.
Casting Time 1 minute However, it can move at double its normal speed when moving
Range touch toward the singularity. If a creature moves within 30 feet of OVERVIEW
Targets one dead creature the singularity at any point in its movement, it is subject to the
Duration 1 round combat maneuver described above. A creature that moves neither
Saving Throw none; Spell Resistance no toward nor away from the singularity moves at its normal speed. CHARACTER
You can force a touched corpse talk to you, but you can’t ask When this spell ends, the singularity disappears, and CREATION
it specific questions or communicate with it at all. The corpse creatures and objects that were sucked into the singularity
utters random sentences for 1 round, with a 10% chance this appear in the space where you conjured it (or as close as RACES
information is of some use to you. Useful information might possible to that space, if they can’t all fit within it).
include warnings about dangers in a wrecked starship, the CLASSES
password to unlock a computer, or the name of a supernatural
creature seeking you or your allies. The GM makes the d% GREASE 1
roll in secret and decides what information, useful or not, the School conjuration (creation) SKILLS
corpse spews out in its babbling. Casting Time 1 standard action
Once a corpse has been subjected to grave words by any Range close (25 ft. + 5 ft./2 levels) FEATS
caster, any new attempt to cast grave words on that corpse Area or Targets one 10-ft. square or one object
fails. A corpse must have a mouth or means to speak in order Duration 1 minute/level (D)
for this spell to function, and the spell doesn’t affect a corpse Saving Throw Reflex partial, see text; Spell Resistance no EQUIPMENT
that has been turned into an undead creature. You cover a solid surface with a layer of slippery grease. Any
creature in the area when the spell is cast must succeed at a
GRAVITATIONAL SINGULARITY 6 Reflex save or fall prone. A creature can walk within or through TACTICAL
the area of grease at half normal speed with a successful DC RULES
School conjuration (creation) 10 Acrobatics check. Failure means the creature can’t move STARSHIPS
Casting Time 1 round that round and must then succeed at a Reflex save or fall
Range medium (100 ft. + 10 ft./level) prone, while failure by 5 or more means it falls prone (see
Effect 5-ft.-cube gravitational singularity; see text the Acrobatics skill on page 135 for details). A creature that MAGIC AND
16651174 Duration 1 round/level (D) doesn’t move on its turn doesn’t need to attempt this check SPELLS 4254718
Saving Throw none; Spell Resistance no and isn’t considered flat-footed.
The spell can also be used to GAME
You call into being a tiny particle of mass with infinite density. create a greasy coating on an item. Unattended material objects MASTERING
You must conjure the singularity in a square that is unoccupied are always affected by this spell. If you attempt to affect an
by any creatures or objects. When you finish casting this object in a creature’s possession, the creature can attempt a SETTING
spell, the singularity immediately draws all Medium and Reflex save to negate the effect. If the creature fails the initial
smaller creatures and unattended objects of no more than saving throw, it immediately drops the item and must attempt
light bulk within 30 feet toward it. Each round on your turn, a new save each round it attempts to pick up, hold, or use the PATHFINDER
the singularity makes a single special combat maneuver item. A creature wearing greased armor or clothing gains a +5 LEGACY
against creatures within 30 feet with an attack bonus equal circumstance bonus to Acrobatics checks to escape a grapple
to 4 + your caster level + your key ability modifier. Compare and a +2 circumstance bonus to its AC against grapple combat
the result to each creature’s KAC + 8. If the singularity is maneuvers.
successful, that creature is moved 5 feet toward the singularity
plus 5 additional feet for every 5 by which the result exceeds a HANDY JUNKBOT 3
target’s KAC + 8. Unattended objects are automatically moved
10 feet toward the singularity each round. If a creature or School transmutation
object is moved into the square that contains the singularity, Casting Time 1 round
it is sucked inside it and takes 12d6 damage at the end of its Range touch
turn each round it remains within that space. Targets 1 bulk of inert electronic equipment; see text
A creature drawn into the singularity can take no actions Duration 1 round/level
except a full action to try to escape (it still takes damage Saving Throw none; Spell Resistance no
during the rounds it attempts to escape). A creature must You turn a pile of technological junk into a robot that can
succeed at either an Athletics check (DC = 15 + 1-1/2 × accomplish helpful tasks. You must target inert, nonworking
your mystic level) or a DC 22 Strength check to escape the electronic equipment of at least 1 bulk. Valid targets include a
singularity. The singularity can hold up to four Medium large broken computer system, nonworking or unconnected
creatures or objects (two Small creatures or objects count as computer or robot parts, a destroyed robot or another
one Medium creature, and so on); if it would pull in additional such trashed mechanical system, or any related electronic
creatures, those creatures are simply pulled into a square components or combination of the above as long as the junk is
adjacent to the singularity. found in a large enough quantity.
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While casting this spell, you use your magic and You can give new basic commands to your handy junkbot
technological know-how to rearrange the junked parts and telepathically on your turn as a move action, and the junkbot
infuse them with energy and helpful programming. A handy can take actions as if it were a normal creature. You are aware
junkbot is Small, its KAC and EAC are each equal to 10 + when the junkbot has succeeded at or failed a skill check, as
your caster level, and it has a number of Hit Points equal to well as when it has been attacked or destroyed, but you can
one-quarter of your own (but no Stamina Points). It has a perceive nothing else through this basic telepathic link.
land speed of 30 feet and a fly speed of 15 feet with average When the handy junkbot is destroyed or this spell ends,
maneuverability. It can accomplish all tasks described in the the electronic equipment you used to create it falls apart into
Computers, Engineering, Piloting, and Sleight of Hand skills, is refuse, its circuitry fried beyond anything recognizable. You
considered trained in those skills, and has a total skill bonus can’t use this refuse as a target to create another junkbot.
in each equal to 3 + your caster level. The junkbot is treated
as if it is using a hacker’s kit when using the Computers skill HASTE 3 3
and an engineering kit when using the Engineering skill. A
handy junkbot can never attack. The junkbot uses your saving School transmutation
throw bonuses if it is the target of a spell or another targeted Casting Time 1 standard action
effect. For purposes of spells and effects that target the Range close (25 ft. + 5 ft./2 levels)
junkbot, it is treated as a construct with the technological Targets up to one creature/level, no two of which can be more
and magical subtypes. than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
The targeted creatures move and act more quickly than
normal. This extra speed has several effects.
When making a full attack, a hasted creature can also take
a separate move action in order to move. The movement can
occur before, after, or between the attacks from the full attack.
All movement must occur at the same time.
All of the hasted creature’s modes of movement
16651175 (including base, burrow, climb, fly, and swim speeds)
increase by 30 feet, to a maximum of twice the
target’s normal speed using that form of movement.
This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal
for increased speed. Multiple haste effects don’t
stack. Haste counters and negates slow.
358 HEALING JUNKBOT 3
16651175 School transmutation
Casting Time 1 round
Range touch
Targets 1 bulk of inert electronic equipment;
see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You turn a pile of technological junk
into a robot that can perform basic
healing tasks.
You must target inert, nonworking electronic
equipment of at least 1 bulk. Valid targets include
a large broken computer system, nonworking
or unconnected computer or robot parts, a
destroyed robot or another such trashed
mechanical system, or any related electronic
components or combination of the above as
long as the junk is found in a large enough
quantity. While casting this spell, you use
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your magic and technological know-how to rearrange the Casting Time 1 standard action
junked parts and infuse them with energy and medical skills. Range medium (100 ft. + 10 ft./level)
A healing junkbot is Small, its KAC and EAC are each equal to Targets one humanoid creature
10 + your caster level, and it has a number of Hit Points equal Duration 1 round/level (D) OVERVIEW
to one-quarter of your own (but no Stamina Points). It has a Saving Throw Will negates, see text; Spell Resistance yes
land speed of 30 feet and a fly speed of 15 feet with average The target becomes paralyzed and freezes in place. It is
maneuverability. It is considered trained in the Medicine skill and aware and breathes normally but can’t take any physical CHARACTER
can perform first aid, treat deadly wounds, and treat drugs or actions, even speech. A held creature can’t cast spells. CREATION
poison as if it had a medkit (though it can’t provide long-term Each round on its turn, the target can spend a full action
care or treat disease). The junkbot has a total skill bonus for to attempt a new saving throw to end the effect. This does RACES
Medicine checks equal to 3 + your caster level. not provoke attacks of opportunity. A winged creature that
A healing junkbot can drag or fly one unconscious creature is paralyzed can’t flap its wings and falls. A swimmer can’t CLASSES
at a time to any spot you designate. It can drag or fly a Small, swim and may drown.
Medium, or Large creature at half speed. It can drag or fly
smaller creatures at normal speed, but it can’t move creatures HOLD PORTAL 1 SKILLS
bigger than Large. A healing junkbot can never attack. The
junkbot uses your saving throw bonuses if it is the target of School abjuration FEATS
a spell or another targeted effect. For purposes of spells and Casting Time 1 standard action
effects that target it, the junkbot is treated as a construct with Range medium (100 ft. + 10 ft./level)
the technological and magical subtypes. Targets one portal up to 20 sq. ft./level EQUIPMENT
You can give new basic commands to your healing junkbot Duration 1 minute/level (D)
telepathically on your turn as a move action, and the junkbot Saving Throw none; Spell Resistance no TACTICAL
can take actions as if it were a normal creature. You are aware This spell magically holds shut a door, gate, shutter, or window of RULES
when the bot has succeeded at or failed a skill check, as any standard material (metal, plastic, stone, wood, and so on), or
well as when it has been attacked or destroyed, but you can it reinforces an electronic lock. The magic affects the portal just as STARSHIPS
perceive nothing else through this basic telepathic link. if it were securely closed and normally locked. A knock spell or a
When the healing junkbot is destroyed or this spell ends, successful dispel magic spell can negate a hold portal spell.
the electronic equipment you used to create it falls apart into Add 5 to the normal DC for forcing open a portal or hacking MAGIC AND
16651176 refuse, its components and circuitry fried beyond anything an electronic lock affected by this spell. SPELLS 4254720
recognizable. You can’t use this refuse as a target to create HOLOGRAM MEMORY 3 GAME
another junkbot. MASTERING
HEAT LEECH 5 School divination SETTING
Casting Time 1 full action
School evocation (cold) Range touch PATHFINDER
Casting Time 1 standard action Targets one living or deceased sentient creature; see text LEGACY
Range 60 ft. Duration instantaneous
Area cone-shaped burst Saving Throw Will negates, see text; Spell Resistance no
Duration instantaneous; see text You reach into the target’s mind, extract a specific memory,
Saving Throw Reflex half; Spell Resistance yes and project that memory into a small hologram that plays
You drain the heat from all creatures and objects in the area, in front of you and is visible to all creatures who can see
dealing 13d8 cold damage. You can store the gathered heat it. The hologram memory can be no longer than 1 minute;
energy in a used battery. If you do so and use that battery when if the extracted memory is longer than this, the hologram
casting explosive blast within 1 minute, that spell deals 2d6 simply ends. The hologram includes audio as well as visual
additional fire damage, destroying the used battery. Otherwise, components, but it does not contain haptic, olfactory, or other
the energy dissipates normally. components. The hologram typically plays a memory that
takes place in a single scene, though it can cut to multiple
HOLD MONSTER 4 scenes, if they are accurate to the memory and its length
allows. The hologram plays the memory exactly as the target
School enchantment (compulsion, mind-affecting) experienced it and from the target’s perspective, so it often
Targets one living creature lacks context. The target creature must remain quiet and still
This spell functions as hold person, except it can target any while the hologram plays or the spell and hologram end.
living creature. This spell can target any living, unconscious, or deceased
sentient creature with an Intelligence score of 3 or higher (or
HOLD PERSON 2 a modifier of –4 or higher). If the target is deceased, it cannot
have been dead for longer than 1 week, or this spell fails; once
School enchantment (compulsion, mind-affecting) a corpse has been subjected to hologram memory by any
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caster, any subsequent attempts to cast hologram memory on such as alignment. The spell lasts until it is triggered, and then
that corpse fail. the hologram lasts for 1 round per caster level.
If the target is unwilling to share this memory (or if it would 6th: When you cast holographic image as a 6th-level spell,
be unable to share the memory, in the case of an unconscious it creates a quasi-real, illusory version of yourself at medium
or deceased target), it can attempt a Will saving throw with a range (100 feet + 10 feet/level). This hologram looks, sounds,
+4 bonus to negate this spell and its effects. and smells like you, but it is intangible. The hologram mimics
your actions (including speech) unless you use a move action
HOLOGRAPHIC IMAGE 1–6 to direct it to act differently. You can see through its eyes and
hear through its ears as if you were standing where it is, and
School illusion during your turn you can switch from using its senses to using
Casting Time 1 standard action your own, or back again, as a move action. While you are using
Range see text its senses, your body is considered blinded and deafened.
Area see text If you desire, any spell you cast with a range of touch or
Duration see text greater can originate from the hologram instead of from you.
Saving Throw Will disbelief; Spell Resistance no The hologram can’t cast spells on itself except for illusion
You weave nearby photons into illusory holograms that can spells. Spells cast in this manner affect other targets normally,
take almost any form you can imagine. These holograms are despite originating from the hologram.
usually effective against cameras, robots, and living creatures. An object isn’t deceived by illusions (treat as if it had
1st: When you cast holographic image as a 1st-level spell, succeeded at its Will saving throw). The hologram remains for
it produces a purely visual hologram at long range (400 feet 1 round per level, and you must maintain line of effect to the
+ 40 feet/level). The image has no sound, smell, texture, or hologram at all times. If your line of effect is obstructed, the
temperature. The image can’t extend beyond four 10-foot spell ends. If you use dimension door, plane shift, teleport, or a
cubes plus one 10-foot cube per caster level. The image lasts similar spell that breaks your line of effect, even momentarily,
for as long as you concentrate. You can move the image within the spell ends. This casting of the spell is a shadow effect.
the limits of the size of the effect.
2nd: When you cast holographic image as a 2nd-level spell, HOLOGRAPHIC TERRAIN 5
it produces a hologram as per the 1st-level version of the
spell, except the hologram can include minor sounds, but not School illusion
16651177 understandable speech. The image lasts for as long as you Casting Time 1 standard action
concentrate plus 2 additional rounds. Range long (400 ft. + 40 ft./level)
3rd: When you cast holographic image as a 3rd-level spell, Area one 20-ft. cube/level (S)
it produces a hologram as per the 1st-level version of the spell, Duration 2 hours/level (D)
except the hologram can include sound, smell, and thermal Saving Throw Will disbelief; Spell Resistance no
illusions (but not speech). The image disappears when it is You make terrain look, sound, and smell like some other sort
struck by an opponent, unless you cause the hologram to react of terrain. Equipment, structures, and vehicles within the area
appropriately. The image lasts for as long as you concentrate can be hidden or changed in appearance. The illusion includes
plus 3 additional rounds. audible, olfactory, tactile, and visual elements and is effective
4th: When you cast holographic image as a 4th-level spell, it against cameras, living creatures, robots, and scrying spells.
produces a hologram as per the 3rd-level version of the spell, This spell can’t disguise or add creatures nor can it make
except the hologram follows a script determined by you. It them invisible (though creatures within the area might hide
follows that script for 1 minute per level without you having to themselves within the illusion just as they can hide themselves
concentrate on it. The hologram can include intelligible speech, within a real location).
if you wish.
5th: When you cast holographic image as a 5th-level spell, it HURL FORCEDISK 2
produces a hologram as per the 4th-level version of the spell,
except the size of the hologram can’t extend beyond a 20-foot School evocation (force)
cube plus one 10-foot cube per caster level. Casting Time 1 standard action
You can choose to make the hologram permanent at the Range medium (100 ft. +10 ft./level)
time of casting. By concentrating, you can move the image Targets up to five creatures; see text
within the limits of the range, but it is static while you are Duration instantaneous
not concentrating. Saving Throw none; Spell Resistance yes
Alternatively, you can have the hologram activate when a You create a spinning disk made of pure, shimmering force
specific condition (which you set at the time of casting) occurs. and hurl it at one opponent within range, potentially striking
The event that triggers the hologram can be as general or as other nearby enemies as the disk ricochets. Choose the initial
specific and detailed as desired, but it must be based on an target, and make a ranged attack against its EAC. If the attack
audible, olfactory, tactile, or visual trigger. The trigger can’t hits, the disk deals 3d6 force damage. The disk then ricochets
be based on some quality not normally obvious to the senses, to hit up to four more creatures of your choice, each no more
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than 15 feet from the last target. Make a ranged attack against duration ends before an individual accesses the implanted OVERVIEW
each successive target’s EAC in turn; the disk deals 2d6 force data, the implanted data vanishes. CHARACTER
damage to each secondary target struck (this damage is rolled
separately for each target). The disk continues to ricochet in The implanted data can be made permanent with a special CREATION
this way until it has attempted to strike five creatures, or until ritual, which takes 1 hour and requires materials worth 5,000 RACES
there are no more valid targets, or until you voluntarily end credits. Once it’s made permanent, the implanted data temporarily
the spell. A creature can take damage only once from a single vanishes after it is accessed, but it returns 1 hour later. CLASSES
casting of this spell.
INFLICT PAIN 2 SKILLS
The forcedisk is subject to spell resistance, so you must
attempt a caster level check (1d20 + your caster level) against School enchantment (mind-affecting, pain) FEATS
each target with spell resistance before determining whether the Casting Time 1 standard action
target might take damage. If you fail this check, the spell ends. Range close (25 ft. + 5 ft./2 levels)
Targets one creature
The exact shape of the forcedisk is superficially Duration 1 round/level
changeable; as part of casting this spell, a spellcaster can Saving Throw Will partial, see text; Spell Resistance yes
decide to make it shaped differently from a traditional disk. You telepathically rack the target’s mind and body with
For example, using this spell to create a starknife made of agonizing pain that imposes a –2 penalty to ability checks,
force is popular among Desna’s followers. The spell still deals attack rolls, and skill checks. A target that succeeds at a Will
the amount of damage described above regardless of the saving throw reduces the duration to 1 round.
disk’s shape.
EQUIPMENT
IDENTIFY 1 1 INFLICT PAIN, MASS 6
School divination School enchantment (mind-affecting, pain) TACTICAL
Casting Time 1 standard action Targets up to one creature/level, no two of which can be more RULES
Range 5 ft. than 30 ft. apart
Target one magic or technological object This spell functions as inflict pain, except as noted above. STARSHIPS
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no MAGIC AND
INJECT NANOBOTS16651178 This spell allows you to attempt to identify the function of SPELLS
2 4254722
a magic item (with Mysticism) or technological device (with School necromancy GAME
Engineering) each round. You gain a +10 insight bonus to Casting Time 1 standard action MASTERING
skill checks to identify the properties and command words or Range touch
passwords of items targeted when using this spell. This spell Targets one living creature or construct SETTING
does not allow you to identify artifacts. Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text;
IMPLANT DATA 2 Spell Resistance yes PATHFINDER
You concentrate key particles in your blood into tiny biological LEGACY
School illusion nanobots that you can inject into a foe with a touch, disrupting
Casting Time 1 standard action and damaging its natural processes. Make a melee attack against
Range touch the target’s EAC; if you hit, the nanobots deal 4d8 damage and
Targets one computer system or module swarm through the target’s biological or mechanical systems,
Duration 1 hour/level or until triggered; see text causing the creature to be confused, as per confusion, for 1
Saving Throw none; Spell Resistance no round per your caster level. If the target succeeds at a Fortitude
You subtly rearrange the internal circuitry of a computer save, it takes only half damage and negates the confusion
system or module, programming it to convey a certain dataset effect. A confused target can attempt a Will saving throw at the
when accessed (either normally or if it is hacked). You can beginning of its turn each round to end the confusion effect.
implant up to one piece of data per caster level. A piece of Casting this spell doesn’t provoke attacks of opportunity.
data consists of a simple fact, such as a creature or object’s
location or physical description, a creature or object’s tangible INSTANT VIRUS 3
or intangible value, or another simple statement. When
an affected computer system or module is accessed, this School necromancy
implanted data is the first data the accessing individual gains, Casting Time 1 standard action
regardless of what data the individual is actually looking for, Range touch
though the accessing individual can access the system or Targets one construct with the technological subtype
module’s actual information if it looks beyond the implanted Duration instantaneous; see text
data. The implanted data vanishes from the system or module Saving Throw Fortitude negates, see text; Spell Resistance yes
once the accessing individual has reviewed it. If this spell’s You overwhelm your target’s programming, installing a
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dangerous self-replicating programming virus. This works like Actions directed at unattended objects don’t break the spell.
a physical or mental disease (your choice), except it ignores the Spells that specifically affect allies but not foes are not attacks
target’s immunity to diseases. The programming virus has a for this purpose, even when they include foes in their area.
frequency of 1 hour and requires two consecutive saving throws Causing harm indirectly is not an attack. Thus, an invisible
to cure. Detect affliction can reveal the existence of this virus being can open doors, talk, eat, climb stairs, summon security
in a construct (the virus is considered a disease for purposes of forces and have them attack, start a trash compactor with foes
that spell). Additionally, remove affliction can remove this virus. inside, remotely trigger traps, and so forth.
INTERPLANETARY TELEPORT 6 INVISIBILITY, GREATER 4
School conjuration (teleportation) School illusion
Casting Time 1 standard action Targets one creature
Range solar system or plane; see text Duration 1 round/level (D)
Targets you and touched objects or touched willing or Saving Throw Will negates (harmless); Spell Resistance yes
unconscious creatures (harmless)
Duration instantaneous This spell functions like invisibility, except it doesn’t end if the
Saving Throw none, Will negates (object); Spell Resistance no, target attacks.
yes (object)
This spell functions as teleport, except there is no hard range INVISIBILITY, MASS 6
limit and you don’t need to have seen your destination. You can
teleport to anywhere you are familiar with on the planet you are School illusion
on while casting the spell, or you can teleport to any other planet Range long (400 ft. + 40 ft./level)
in the same solar system. You must have an unambiguous idea Targets any number of creatures, no two of which can be more
of which world you wish to travel to (“the third planet from the than 180 ft. apart
sun” is an acceptable destination, but “a habitable world with This spell functions like invisibility, except the effect moves with
oceans” is not). If you have a specific location on a planet in mind, the group and is broken when anyone in the group attacks.
you arrive there without a chance of failure; otherwise, you arrive Individuals in the group can’t see one another. Any individual who
at a location that would not immediately be life threatening. If moves more than 180 feet from the nearest member of the group
16651179 no such safe landing zone exists on the world, such as someone loses the benefit of this spell. If only two individuals are affected,
attempting to travel into the sun without the proper precautions the one moving away from the other one loses its invisibility. If
in place, the spell simply fails. both are moving away from each other, they both become visible
You can also attempt to teleport to planets in different solar when the distance between them exceeds 180 feet.
systems that you have visited before. This increases the casting
time to 1 hour and costs a number of Resolve Points equal to IRRADIATE 3 3
the number of days it would take to reach the planet through
Drift travel (assume a base engine with a Drift rating of 1; the School conjuration (creation, disease, poison, radiation)
GM rolls this randomly, after you begin casting the spell). If you Casting Time 1 standard action
don’t have enough Resolve Points, you spend all the Resolve Range medium (100 ft. + 10 ft./level)
Points you have available and the spell fails. Area 10-ft.-radius spread; see text
Duration instantaneous
INVISIBILITY 2 Saving Throw Fortitude partial, see text; Spell Resistance no
This spell floods the area of effect with dangerous radiation.
School illusion The strength of the radiation you create depends on your
Casting Time 1 standard action caster level, as detailed below. The central irradiated area is
Range touch always a 10-foot-radius spread that expands normally per the
Targets one creature or object no more than 10 bulk/level rules for radiation areas of effect (see page 403). Creatures
Duration 1 minute/level (D) within the area are exposed to the radiation only once; the
Saving Throw Will negates (harmless, object), see text; Spell radiation does not linger in the area. The saving throw to
Resistance yes (harmless, object) resist the radiation effects is set by the spell rather than the
The creature or object touched becomes invisible (see page standard save DC for radiation.
264). If the target is a creature, any gear it is carrying vanishes CASTER LEVEL RADIATION LEVEL
as well. If you cast the spell on someone else, neither you nor
your allies can see the target unless you can normally see 6th or lower Low
invisible things or you employ magic to do so.
7th–9th Medium
The spell ends if the target attacks any creature. For 10th–16th High
purposes of this spell, an attack includes any spell or harmful 17th or higher Severe
effect targeting a foe or whose area or effect includes a foe.
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JOLTING SURGE 1 LIFE BUBBLE 1 1 OVERVIEW
CHARACTER
School evocation (electricity) School abjuration
Casting Time 1 standard action Casting Time 1 standard action CREATION
Range touch Range medium (100 ft. + 10 ft./level) RACES
Targets one creature or object Targets up to one creature/level, no two of which can be more
Duration instantaneous CLASSES
Saving Throw none; Spell Resistance yes than 30 ft. apart
You touch a target with a device you’re holding that uses Duration 1 day/level SKILLS
electricity, requiring a melee attack against the target’s EAC. Saving Throw Will negates (harmless); Spell Resistance yes
Alternatively, you can instead touch an electrical device a
target is wearing (or a target that is an electrical device, such (harmless)
as a robot) with your hand, gaining a +2 bonus to your attack You surround the target creatures with a constant and movable
roll. Either way, if your attack hits, the electrical device surges 1-inch shell of tolerable living conditions customized for each
out of control, dealing 4d6 electricity damage to your target. creature. This shell enables the targets to breathe freely in a
variety of atmospheric conditions (including in corrosive, thick,
Casting this spell doesn’t provoke attacks of opportunity. thin, and toxic atmospheres), as well as underwater or in a
vacuum. It also makes the targets immune to harmful gases and
KEEN SENSES 1 1 FEATS
School transmutation EQUIPMENT
Casting Time 1 standard action
Range touch TACTICAL
Targets one creature RULES
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); STARSHIPS
Spell Resistance yes (harmless) MAGIC AND 4254724
The target gains a +2 insight bonus to SPELLS
Perception checks and gains low-light vision.
Targets that have low-light vision double the GAME
16651180 distance they can see under the effects of MASTERING
this spell.
SETTING
KNOCK 2
PATHFINDER
School transmutation LEGACY
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one door, container, or portal with an area of up to
10 sq. ft./level
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
Knock opens barred, computer-sealed, locked, or stuck doors,
as well as those subject to hold portal or security seal. When
you complete the casting of this spell, attempt a caster level
check (1d20 + your caster level) against the DC of the lock or
computer seal with a +10 bonus. If successful, knock opens
up to two means of closure. This spell opens secret doors (but
doesn’t identify secret doors you haven’t found) as well as locked
or trick-opening containers, starship doors, and similar secured
entryways. It also loosens chains, shackles, or welds (provided
they serve to hold something shut). If used to open a door closed
with security seal, the spell doesn’t remove the seal but simply
suspends its functioning for 10 minutes. In all other cases, the
door does not relock itself or become stuck again on its own.
Knock does not raise barred gates or similar impediments (such
as a force field barrier) or open any door or container larger than
the spell’s area, nor does it affect ropes, webs, and the like.
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vapors, including inhaled diseases and poisons as well as spells Targets one object of up to 1 bulk/level or one construct of
with a harmful gaseous effect. In addition, the shell protects any size
targets (and their equipment) from extreme temperatures
(between –50° and 140° F) without having to attempt Fortitude This spell functions as mending, except it restores 5d6 Hit
saving throws, as well as extreme pressures. Points when cast on an object or construct creature.
Life bubble doesn’t provide protection from energy damage, Make whole can fix destroyed magic items, and it restores
negative or positive energy (such as found on the Negative and the magic properties of the item if your technomancer level
Positive Energy Planes), or radiation; it also doesn’t provide the is at least twice the item’s level. Items with charges (such as
ability to see in conditions of poor visibility (such as in smoke batteries) and single-use items (such as potions and grenades)
or fog) or the ability to move or act normally in conditions that can’t be repaired in this way. When you cast make whole on a
impede movement (such as underwater). construct, the spell bypasses any immunity to magic as if the
spell did not allow spell resistance.
LOGIC BOMB 2 MENDING 0
School abjuration School transmutation
Casting Time 1 standard action Casting Time 10 minutes
Range touch Range 10 ft.
Targets one computer system or module Targets one object of up to 1 bulk
Duration 1 day/level or until triggered Duration instantaneous
Saving Throw see text; Spell Resistance see text Saving Throw Will negates (harmless, object); Spell Resistance
You infuse one computer system or module with protective yes (harmless, object)
energy, inuring it against attempts to access it. This spell repairs damaged objects and constructs, restoring
As long as this spell is in effect, the first time a creature 1d4 Hit Points. If the object has the broken condition, this
unsuccessfully attempts to access, destroy, or manipulate the condition is removed if the object is restored to at least half
affected computer system or module (using the Computers its original Hit Points. All of the pieces of an object must be
skill or otherwise), it takes 6d6 damage (either cold, present for this spell to function. A construct can benefit from
electricity, or fire damage; you choose when casting the spell, this spell only once per day. Magic items can be repaired by
and the spell gains the appropriate descriptor). The creature this spell, but magic items that are destroyed don’t have their
16651181 can attempt a Fortitude saving throw for half damage, and magic abilities restored. This spell doesn’t reverse effects
spell resistance applies. This damage is in addition to any that warp or otherwise transmute items, but it can still repair
negative effects the creature suffers due to the system’s damage dealt to such items.
other countermeasures.
MAGIC MISSILE 1 MICROBOT ASSAULT 2
School evocation (force) School conjuration (creation)
Casting Time 1 standard action; see text Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level) Range close (25 ft. + 5 ft./2 levels)
Targets up to three creatures, no two of which can be more Effect distracting cloud of microbots
Duration concentration + 1 round
than 15 ft. apart; see text Saving Throw none; Spell Resistance no
Duration instantaneous You pull latent technological energy from the air to form a
Saving Throw none; Spell Resistance yes cloud of fist-sized hindering microbots that fill an area you
You fire two missiles of magical energy that strike targets designate. The microbots begin in a 10-foot-square area when
unerringly (the creatures must still be valid targets) and deal you create them, and you can create the cloud so that it
1d4+1 force damage each. You can’t target specific parts of a shares the space of other creatures. If no creatures are within
creature, and objects are not damaged by the spell. the cloud’s area, the microbots pursue and harass the nearest
creature that is hostile to you as best they can each round.
You can target a single creature or several creatures, but Although the microbots generally know which creatures
each missile can strike only one creature. You must designate are your enemies, you have no control over their targets
targets before you attempt to overcome spell resistance or or direction of travel. If there are multiple valid targets the
roll damage. microbots can harass, the cloud will split into a maximum of
four 5-foot-square segments and pursue different targets.
You can cast this spell as a full action. If you do, you fire
three missiles instead of two. The cloud (and any segments thereof) has a fly speed of
20 feet. Each round on your turn, the microbot cloud grants
MAKE WHOLE 2 harrying fire (see page 247) against the foes in its spaces.
In addition, the cloud grants covering fire (see page 246)
School transmutation to anyone attacked by foes in its spaces. The microbots
Range close (25 ft. + 5 ft./2 levels)
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constantly repair themselves and the cloud generates new Targets one creature OVERVIEW
microbots every few seconds, so any attack against them is Duration instantaneous CHARACTER
essentially ineffective. Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s CREATION
MIND LINK 1 mind and overload it with a glut of psychic information. The RACES
target can attempt a Will saving throw to halve the damage
School divination (mind-affecting) dealt by this spell. This spell has no effect on creatures CLASSES
Casting Time 1 standard action without an Intelligence score.
Range touch SKILLS
Targets one creature 1st: When you cast mind thrust as a 1st-level spell, it deals
Duration instantaneous 2d10 damage to the target. FEATS
Saving Throw Will negates (harmless); Spell Resistance yes
2nd: When you cast mind thrust as a 2nd-level spell, it deals EQUIPMENT
(harmless) 4d10 damage to the target.
You link your mind to that of a touched creature to swiftly
communicate a large amount of complex information in
an instant. You decide what the target learns, limited
to any amount of information that otherwise could be
communicated in 10 minutes. This information comes in a
series of visual images and emotional sensations, and it isn’t
language dependent.
MIND PROBE 4 TACTICAL
RULES
School divination (mind-affecting)
Casting Time 1 minute STARSHIPS
Range close (25 ft. + 5 ft./2 levels)
Targets one creature MAGIC AND 4254726
Duration 1 round/level (D) SPELLS
16651182 Saving Throw Will negates, see text;
GAME
Spell Resistance yes MASTERING
You gain access to the target’s memories and
knowledge, and you can pry the information you want SETTING
from them involuntarily.
PATHFINDER
You can attempt to learn the answer LEGACY
to one question of your choice per
round; after each question, the target
can attempt a Will saving throw to
end the spell. If it fails, the creature can
attempt a Bluff check with a DC equal to 11
+ your Sense Motive modifier. If it fails its
Bluff check, you gain the answer you
desire. If it succeeds at its check, you
gain no information. If it succeeds
by 5 or more, it answers however
it chooses and you believe that wrong answer to
be the truth. Your questions are purely telepathic
inquiries, and the answers to those questions are
imparted directly into your mind. You and the target
don’t need to speak the same language, though less
intelligent creatures may yield up only appropriate
sensory images in answer to your questions.
MIND THRUST 1–6
School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
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3rd: When you cast mind thrust as a 3rd-level spell, it deals attack misses by 5 or less, one of your figments is destroyed
7d10 damage to the target. by the near miss, and an attack that misses you due to a
4th: When you cast mind thrust as a 4th-level spell, it deals miss chance also destroys an image. Area spells and effects
10d10 damage to the target and the target is fatigued for 1 that don’t require an attack roll affect you normally and don’t
round if it fails its saving throw. destroy any of your figments. Spells with a range of touch
5th: When you cast mind thrust as a 5th-level spell, it are harmlessly discharged if used to destroy a figment.
deals 15d10 damage to the target. The target is exhausted An attacker must be able to see the figments to be fooled.
for 1 round if it fails its save and it is fatigued for 1 round if it If you are invisible or the attacker is blind, the spell has no
succeeds at its saving throw. effect. Blindsense doesn’t help distinguish the figments from
6th: When you cast mind thrust as a 6th-level spell, it deals the real you, but blindsight is sufficient to do so.
17d10 damage to the target. The target is exhausted and
stunned for 1 round if it fails its save, and it is fatigued for 1 MISLEAD 5
round if it succeeds at its saving throw.
School illusion
MIRACLE — Casting Time 1 standard action
Range personal; see text
School evocation Effect one illusory double
Casting Time 1 standard action Duration 1 round/level (D) and concentration + 3 rounds; see text
Range see text Saving Throw none or Will disbelief, see text; Spell Resistance no
Area, Effect, or Targets see text You become invisible (as greater invisibility), and at the same
Duration see text time, a figment double of you (as per a 3rd-level casting of
Saving Throw see text; Spell Resistance yes holographic image) appears. The double appears within close
When you cast miracle, you state what you would like range (25 feet + 5 feet/2 levels) but thereafter moves as you
to have happen and request that the power to which you direct it (which requires concentration beginning on the first
are connected intercede. A request that is out of line with round after the casting). You can make the figment appear
the power’s nature is refused. A miracle can do any of the superimposed perfectly over your own body so that observers
following things. don’t notice an image appearing and you turning invisible. You
D Duplicate any mystic spell of 6th level or lower. and the figment can then move in different directions. The double
16651183 D Duplicate any other spell of 5th level or lower. moves at your speed and can talk and gesture as if it were real,
D Undo the harmful effects of certain spells, such as feeblemind. but it can’t attack or cast spells, though it can pretend to do so.
D Produce any effect whose power level is in line with the The illusory double lasts as long as you concentrate upon
above effects. it plus 3 additional rounds. After you cease concentration,
At the GM’s discretion, you may try to use a miracle to the illusory double continues to carry out the same activity
produce greater effects than these, but doing so may be until the duration expires. The invisibility lasts for 1 round
dangerous or the spell may have only a partial effect. per level, regardless of concentration.
A duplicated spell allows saving throws and spell resistance
as normal, but the save DCs are the same as for a 7th-level MODIFY MEMORY 5
spell. For the purpose of other effects that depend on spell
level, miracle counts as a 9th-level spell. School enchantment (compulsion, mind-affecting)
Casting Time 1 round; see text
MIRROR IMAGE 2 Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
School illusion Duration permanent
Casting Time 1 standard action Saving Throw Will negates; Spell Resistance yes
Range personal You reach into the target’s mind and modify up to 5 minutes of
Duration 1 minute/level its memories in one of the following ways.
This spell creates a number of illusory doubles of you that D Eliminate all memory of an event the target actually
inhabit your square. These doubles make it difficult for experienced. This spell cannot negate charm person,
enemies to precisely locate and attack you. suggestion, or similar spells.
When you cast mirror image, it creates 1d4 figment D Allow the target to recall with perfect clarity an event it
images. These images remain in your space and move with actually experienced.
you, mimicking your movements, sounds, and actions exactly. D Change the details of an event the target actually experienced.
Whenever you are attacked or are the target of a spell that D Implant a memory of an event the target never experienced.
requires an attack roll, there is a possibility that the attack Casting the spell takes 1 round. If the target fails its saving
targets one of your images instead. If the attack hits, roll throw, you proceed with the spell by spending as much as 5
randomly to see whether the selected target is real or a minutes (a period of time equal to the amount of memory you
figment. If it is a figment, the figment is destroyed. If the want to modify) visualizing the memory you wish to modify
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in the target. If your concentration is disturbed before the You restore a number of Hit Points to a number of targets.
visualization is complete, or if the target moves beyond the Choose one of these targets within 10 feet of you; if that
spell’s range at any point during this time, the spell fails. target regains all of its Hit Points as a result of this healing,
A modified memory does not necessarily affect the target’s you can apply the remaining healing to yourself, as long OVERVIEW
actions, particularly if it contradicts the creature’s natural as you are a living creature. On the other hand, if this isn’t
inclinations. An illogical modified memory is usually dismissed enough to restore all of that target’s Hit Points, you can
as a bad dream, a hallucination, or another similar excuse. transfer any number of your own Hit Points to that target, CHARACTER
healing the target that amount. You can’t transfer more Hit CREATION
MYSTIC CURE 1–6 Points than you have or more Hit Points than the target RACES
is missing.
School conjuration (healing) The number of Hit Points mass mystic cure restores to each
Casting Time 1 standard action target depends on the spell’s level. CLASSES
Range touch 5th: 3d8 + your Wisdom modifier
Targets one living creature 6th: 5d8 + your Wisdom modifier
Duration instantaneous SKILLS
Saving Throw Will half (harmless); Spell Resistance yes NONDETECTION 3
(harmless)
School abjuration FEATS
With a touch, you heal and invigorate your target, restoring a
number of Hit Points. If the target regains all of its Hit Points as Casting Time 1 standard action
a result of this healing, you can apply the remaining healing to Range touch EQUIPMENT
yourself, as long as you are a living creature. On the other hand, Targets one creature or object
if this isn’t enough to restore all the target’s Hit Points, you can Duration 1 hour/level
transfer any number of your own Hit Points to the target, healing Saving Throw Will negates (harmless, object); Spell Resistance TACTICAL
the target that amount. You can’t transfer more Hit Points than yes (harmless, object) RULES
you have or more Hit Points than the target is missing. The warded creature or object becomes difficult to detect STARSHIPS
Mystic cure restores a number of Hit Points to your target by divination spells such as clairaudience/clairvoyance and
depending on the spell’s level. spells with the word “detect” in their names. Nondetection
1st: 1d8 + your Wisdom modifier also prevents location by magic items such as crystal balls and MAGIC AND 4254728
16651184 2nd: 3d8 + your Wisdom modifier technological items such as cameras and surveillance systems. SPELLS
3rd: 5d8 + your Wisdom modifier Casting this spell places significant stress on you, and requires GAME
4th: 7d8 + your Wisdom modifier you to spend 1 Resolve Point. MASTERING
5th: 9d8 + your Wisdom modifier
If a magic divination is attempted against the warded
6th: 11d8 + your Wisdom modifier creature or item, the caster of the divination must succeed SETTING
In addition, unlike most healing, when you cast mystic at a caster level check (1d20 + caster level) against a DC
cure as a spell of 4th-level or higher, you have two options to equal to 11 + your caster level. If surveillance is attempted
enhance its effects. The first option is to restore an extra 5d8 with remote cameras or sensors, the viewer must succeed PATHFINDER
Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit at a Perception check against a DC equal to 11 + your caster LEGACY
Points with a 5th-level mystic cure spell, or an extra 9d8 Hit level to see the target. If you cast nondetection on yourself
Points with a 6th-level mystic cure spell. The second option or on an item currently in your possession, the DC for each
is to bring a target that died within 2 rounds back to life. In these checks is equal to 15 + your caster level. If cast on a
addition to healing such a creature, the spell returns the target creature, nondetection wards the creature’s gear as well as
to life, and the target takes a temporary negative level for the creature itself.
24 hours. This spell can’t resuscitate creatures slain by death Nondetection protects the target only from discovery
effects, creatures turned into undead, or creatures whose by items and remote sensors, not by creatures. A camera
bodies were destroyed, significantly mutilated, disintegrated, mounted to a wall and monitored from a security booth is
and so on. subject to nondetection, but a camera in a creature (including
Casting this spell doesn’t provoke attacks of opportunity. constructs) is not.
MYSTIC CURE, MASS 5–6 OVERHEAT 1
School conjuration (healing) School evocation (fire)
Casting Time 1 standard action Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels); see text Range 15 ft.
Targets up to one creature/level, no two of which can be more Area cone-shaped burst
Duration instantaneous
than 30 ft. apart Saving Throw Reflex half; Spell Resistance yes
Duration instantaneous You collect the heat generated by nearby bodies and devices
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
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and vent it outward in a thermal wave, dealing 2d8 fire 50% chance that the target simply takes no action instead.
damage to creatures and objects in the area. Roll this chance separately for each action the target would
take. For example, if the target wishes to move and attack
OVERLOAD SYSTEMS 4 during its turn, it would roll d% twice to determine whether
it could take those actions—once before each action it
School enchantment (compulsion) wishes to take. Each attack of a full attack action counts as
Casting Time 1 standard action separate action.
Range touch This spell is effective against living and unliving creatures,
Targets one creature and casting it doesn’t provoke attacks of opportunity.
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes PASSWALL 5
By touching the target (usually requiring a melee attack
roll against the target’s EAC, but you can add your key School transmutation
ability score modifier instead of your Strength modifier if Casting Time 1 standard action
it is higher), you flood the target’s body with random jolts Range touch
of electricity or other interference. On a failed Fortitude Effect 5-ft.-by-8-ft. opening
save, the target is overwhelmed and potentially unable Duration 1 hour/level (D)
to perform tasks as normal. While this spell is in effect, Saving Throw none; Spell Resistance no
whenever the target takes any action or reaction, there is a You can create a passage through metal, plaster, plastic,
stone, or wooden walls, but you can not create one through
force fields, starship bulkheads, or other harder materials.
The passage is 30 feet deep. If the wall’s thickness is more
than the depth of the passage created, then a single casting
of passwall simply makes a niche or short tunnel. Several
castings of passwall can then form a continuing
passage to breach very thick walls. When
passwall ends, creatures within the passage are
ejected out the nearest exit. If someone dispels
16651185 passwall or you dismiss it, creatures in the
passage are ejected out the far exit, if there is
more than one, or out the sole exit.
PLANAR BARRIER 6 6
School abjuration
Casting Time 6 rounds
Range medium (100 ft. + 10 ft./level)
Area one 60-ft. cube/level (S)
Duration 24 hours
Saving Throw none; Spell Resistance yes
Planar barrier seals an area against all planar travel into or
within it. This includes all teleportation spells, summoning
spells, plane shifting, astral travel, and ethereal travel. Such
effects simply fail automatically. Starships cannot enter
or emerge from Drift travel in an area affected by this
spell.
Dispel magic does not dispel your planar barrier
effect unless the caster level of the creature
attempting to dispel it is at least as high as your
own. You can’t have multiple overlapping planar
barrier effects. If planar barrier effects woulds
overlap, the more recent effect stops at the
boundary of the older effect.
A planar barrier can be made permanent with
a special ritual, which takes 1 hour and requires
materials worth 15,000 credits per 60-foot cube.
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PLANAR BINDING 4–6 4–6 PLANE SHIFT 6 6
School conjuration (calling); see text School conjuration (teleportation)
Casting Time 10 minutes Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels) Range touch OVERVIEW
Targets see text Targets one creature, or up to eight willing or unconscious
Duration instantaneous; see text creatures
Saving Throw Will negates; Spell Resistance yes; see text Duration instantaneous CHARACTER
Casting this spell attempts a dangerous act: to lure a creature Saving Throw Will negates; Spell Resistance yes CREATION
from another plane to a specifically prepared trap, created You move yourself or some other creature to another plane
by the spell within its range. The called creature is held in of existence or alternate dimension. If several willing or RACES
the trap until it agrees to perform one service in return for unconscious creatures are linked by hand in a circle, as many
its freedom or breaks free. The kind of creature to be bound as eight can be affected by a single casting of plane shift. CLASSES
must be known and stated. If you wish to call a specific Arriving at a precise location on the intended plane is nigh
individual, you must use that individual’s proper name in impossible. From the Material Plane, you can reach any other
casting the spell. The CR of the outsider you can call with plane (except for the Drift), though you appear 5 to 500 miles SKILLS
planar binding depends on the spell’s level. (5d%) from the last place one of the targets (your choice) was
4th: One outsider of CR 4 or lower located last time that target traveled to that plane. If it’s the FEATS
5th: One outsider of CR 7 or lower first time traveling to a particular plane for all targets, you
6th: One outsider of CR 10 or lower appear at a random location on the plane, though you can
The target creature can attempt a Will saving throw. If use other means of transit, such as interplanetary teleport, to EQUIPMENT
the creature succeeds at the saving throw, it resists the travel on the new plane. Mystics must have an object attuned
spell. If it fails, the creature is immediately drawn to the to a specific plane or native to that plane in order to use plane TACTICAL
trap (spell resistance does not keep it from being called). shift to travel to a plane. A technomancer requires a planar RULES
The creature can escape from the trap by successfully using navigational program for a specific plane in order to travel to
its spell resistance (meaning you fail a caster level check that plane with plane shift. Special rituals, jealously hoarded STARSHIPS
against its spell resistance), by dimensional travel, or with a by powerful technomancers and mystics, can allow you to
successful Charisma check (DC = 15 + half your caster level travel to specific locations on the chosen plane, or even to
+ your Charisma modifier). It can try each method once per unknown worlds. MAGIC AND
SPELLS
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a natural 1 on your caster level check always fails). If it PRIVATE SANCTUM 5 GAME
breaks loose, it can flee or attack you. A planar barrier spell MASTERING
cast in the area prevents the creature from escaping via School abjuration
dimensional travel. Casting Time 10 minutes SETTING
If the creature does not break free of the trap, you can Range close (25 ft. + 5 ft./2 levels)
keep it bound for as long as you dare. You can attempt Area one 30-ft. cube/level (S) PATHFINDER
to convince the creature to perform a task for you in Duration 24 hours (D) LEGACY
exchange for release and perhaps some sort of reward. The Saving Throw none; Spell Resistance no
creature decides which terms it is willing to accept, and This spell ensures privacy. Anyone looking into the area from
it must willingly agree to the terms; magical compulsion outside sees only a dark, foggy mass. Darkvision cannot
isn’t sufficient. This continues until the creature promises penetrate it. No sounds, no matter how loud, can escape the
to serve, until it breaks free, or until you decide to get area, so nobody can eavesdrop from outside. Those inside can
rid of it by means of some other spell. It never agrees to see out normally.
unreasonable commands. Divination (scrying) spells can’t perceive anything within
Once the requested service has been completed, the the area, and those within are immune to detect thoughts.
creature need only to inform you to be instantly sent back The ward prevents speech between those inside and
to its home plane. The creature might later seek revenge those outside (because it blocks sound), and technological
against you for having imprisoned it. If you assign some communication (as it blocks broadcasts), but it doesn’t
open-ended task that the creature can’t complete through prevent other magic communication, such as a telepathic
its own actions, the spell remains in effect for 10 days and message spell, or telepathic communication.
the creature gains an immediate chance to break free. A The spell does not prevent creatures or objects from moving
defined task that will take longer than 10 days usually into and out of the area.
counts as unreasonable. Note that a clever recipient can
subvert some instructions. PROBABILITY PREDICTION 3
When you use this spell to call a creature with the air,
chaotic, earth, evil, fire, good, lawful, or water subtype, the School divination
spell gains that descriptor. Casting Time 1 standard action
Range personal
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Duration 1 round/level (D); see text permanently drained from the target’s Intelligence,
You open your mind to read the underlying probability Wisdom, and Charisma scores. It also eliminates all ongoing
of the universe. At any point during the duration of this confusion, fear, and insanity effects. Psychic surgery also
spell, you can discharge it to reroll any d20 roll (attack roll, removes any mental afflictions that could be removed with
saving throw, skill check, etc.; see page 243). This takes dispel magic, as well as mental diseases. Psychic surgery
no action, but you must choose to do it before you learn removes all effects magically altering the target’s memory,
the results of the first roll. You must take the result of the even instantaneous effects, and it can restore a memory
second roll, even if it is worse. to perfect clarity (even if the memory loss is due to the
mundane passage of time).
PRYING EYES 5
School divination PSYCHOKINETIC HAND 0 0
Casting Time 1 minute School transmutation
Range 1 mile Casting Time 1 standard action
Effect 20 magical sensors Range close (25 ft. + 5 ft./2 levels)
Duration 1 hour/level (D); see text Targets one unattended object of no more than 10 lbs. or 1 bulk
Saving Throw none; Spell Resistance no Duration concentration
You create 20 semitangible, visible magical orbs called “eyes.” Saving Throw none; Spell Resistance no
These eyes move out, scout around, and return as you direct You point your finger at the target object, gaining the
them when casting the spell. Each eye can see 120 feet ability to lift it and move it at will from a distance. As a
(normal vision only) in all directions. move action, you can propel the object as far as 15 feet in
While the individual eyes are quite fragile, they’re small any direction, though the spell ends if the distance between
and difficult to spot. Each eye is a Fine construct (about you and the object ever exceeds the spell’s range. You can’t
the size of a small apple) with the magical subtype. They perform complex operations, such as firing a gun or using
each have 1 Hit Point and EAC and KAC of 18, and they a computer, but you can shut a mechanical door or lid and
fly at a speed of 30 feet with a +20 bonus to Acrobatics work simple buttons to open or close automated doors or
checks to fly and a +16 bonus to Stealth checks. An eye trigger an alarm.
has a +20 Perception bonus and is subject to darkness, fog,
16651187 illusions, and any other factors that affect your ability to
receive visual information about your surroundings. An eye PSYCHOKINETIC STRANGULATION 3
traveling in darkness must find its way by touch. School transmutation
When you create the eyes, you specify instructions you Casting Time 1 standard action
want them to follow in a command of no more than 25 Range close (25 ft. + 5 ft./2 levels)
words. The eyes know anything you know. Targets one creature that breathes
In order to report their findings, the eyes must return to Duration concentration up to 1 round/level
your hand. Each eye replays in your mind all that it has seen Saving Throw Fortitude partial, see text; Spell Resistance yes
during its existence. It takes an eye 1 round to replay 1 hour You manipulate the mystical energy around a creature’s
of recorded images. After relaying all of its findings, an eye throat into a viselike grip, potentially choking the life out of
simply disappears. your victim.
If an eye ever gets more than 1 mile away from you, it Each round you concentrate on this spell, it deals 3d8
instantly ceases to exist. However, your link with the eye is bludgeoning damage and immobilizes the target. A creature
such that you won’t know if the eye was destroyed because it immobilized in this way cannot move and must hold its
wandered out of range or because of some other event. breath (see page 404). The creature can still attack with any
The eyes exist for up to 1 hour per caster level or until of its weapons (except any bite attacks), cast spells, and so
they return to you. Dispel magic can destroy the eyes. Roll on. Each round the spell affects the target, the target can
separately for each eye caught in an area dispel. attempt a Fortitude saving throw to halve the damage and
avoid being immobilized.
PSYCHIC SURGERY 6 RAISE DEAD 5
School enchantment (mind-affecting) School conjuration (healing)
Casting Time 10 minutes Casting Time 1 minute
Range touch Range touch
Targets one willing or unconscious, living creature Targets one dead creature
Duration instantaneous Duration instantaneous
Saving Throw none; Spell Resistance no Saving Throw none, see text; Spell Resistance yes (harmless)
Psychic surgery heals the target of all Intelligence, You restore life to a deceased creature. You can raise a
Wisdom, and Charisma damage, and it restores all points
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OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
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creature that has been dead for no longer than 1 day per creature’s soul must be more powerful, and must be worth at GAME
caster level. In addition, the target’s soul must be free and least 15,000 credits. MASTERING
willing to return. If the target’s soul is not willing to return,
the spell fails; therefore, a target that wants to return to life RAPID REPAIR 5 SETTING
receives no saving throw against this spell. Casting this spell
requires you to create a complex representation of the target School transmutation PATHFINDER
deceased creature, worth at least 5,000 credits, to serve as a Casting Time 1 standard action LEGACY
beacon for the creature’s soul. This object is consumed when Range touch
you cast the spell. Targets one construct or weapon
Duration 1 minute
Coming back from the dead is an ordeal. The target of the Saving Throw Fortitude negates (harmless, object); Spell
spell gains 2 permanent negative levels when it is raised,
just as if it had been hit by a creature’s ability that bestows Resistance yes (harmless, object)
permanent negative levels. If the target is 1st level, it takes 2 On each round, the target construct or weapon regains 2d8 Hit
Constitution drain instead (if this would reduce its Constitution Points. This does not stack with any fast healing the construct
to 0 or less, it can’t be raised). A raised creature returns with or weapon already has. You can’t target a construct or weapon
no Resolve Points, no Stamina Points, and no spell slots (until that has been brought to 0 Hit Points or destroyed.
it rests to recover them normally). It has 5 Hit Points. Any
ability scores reduced to 0 are raised to 1. Normal poison and RAY OF EXHAUSTION 3
normal disease are cured in the process of raising the target,
but magical diseases and curses are not undone. While the School necromancy
spell closes mortal wounds and repairs lethal damage of most Casting Time 1 standard action
kinds, the body of the creature to be raised must be whole. Range close (25 ft. + 5 ft./2 levels)
Otherwise, missing parts are still missing when the creature is Targets one creature
brought back to life. Duration 1 minute/level
Saving Throw Fortitude partial, see text; Spell Resistance yes
The spell can’t bring back a creature that has died of old You create an enervating ray of magic. You must make a
age. Constructs, elementals, and outsiders can’t be raised ranged attack against your opponent’s EAC. On a hit, the target
by this spell. It is possible to bring back a creature that has is immediately exhausted for the spell’s duration. A creature
been turned into an undead creature, but the beacon for the
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that succeeds at a Fortitude saving throw is only fatigued, The target’s severed body members (fingers, toes, hands,
unless it is already fatigued, in which case it instead becomes feet, arms, legs, tails, or even heads of multiheaded
exhausted despite the saving throw. creatures), broken bones, and ruined organs (including eyes)
This spell has no effect on a creature that is already grow back. After the spell is cast, the physical regeneration is
exhausted. Unlike normal exhaustion or fatigue, the effect complete in 1 round if the severed members are present and
ends as soon as the spell’s duration expires. touching the creature. It takes 2d10 rounds otherwise.
Regenerate also restores 12d8 Hit Points, rids the target of
RECHARGE 2 exhaustion and fatigue, and eliminates all nonlethal damage
the target has taken. It has no effect on nonliving creatures
School evocation (including undead).
Casting Time 1 round
Range touch REINCARNATE 4
Targets one object
Duration instantaneous School transmutation
Saving Throw Fortitude negates (object); Spell Resistance yes Casting Time 10 minutes
(object) Range touch
You restore up to 10 charges to a battery or 5 charges to a Targets one dead creature
technological item capable of being charged by a battery. Duration instantaneous; see text
Since this spell takes your personal energy, you must spend Saving Throw none, see text; Spell Resistance yes (harmless)
1 Resolve Point to cast it. If you recharge a battery, there When you cast this spell, you bring back a dead creature in
is a 20% chance the battery is destroyed by the attempt. another body, provided that its death occurred no more than
If you restore more charges than the item can hold, the 1 week before the casting of the spell and the target’s soul is
item must succeed at a Fortitude saving throw or take free and willing to return. If the target’s soul is not willing to
1d6 electricity damage for each excess charge. This spell return, the spell fails; therefore, a target that wants to return
provides no knowledge of how many charges an item can receives no saving throw. Casting this spell requires a special
safely hold, but you can choose to bestow fewer charges monument worth at least 1,000 credits to serve as a beacon
than the maximum allowed to reduce the risk; you must for the departed creature’s soul. This object is consumed when
declare how many charges you are restoring before casting you cast the spell.
this spell.16651189 Since the dead creature is returning in a new body, all
physical ills and afflictions are removed. The condition
REFLECTING ARMOR 1 of the creature’s remains is not a factor. So long as some
small portion of the creature’s body still exists, it can be
School abjuration (force) reincarnated, but the portion receiving the spell must have
Casting Time 1 standard action been part of the creature’s body at the time of death. The
Range personal magic of the spell creates an entirely new young adult body
Duration 10 minutes/level or until dismissed (D); see text for the soul to inhabit from the natural elements at hand. This
You create a shimmering skin-like coating of mystical force process takes 1 hour to complete. When the body is ready, the
that covers your body, allowing you to reflect damage you target is reincarnated.
take back against your attacker. At any time during this A reincarnated creature recalls the majority of its former
spell’s duration, when you take Hit Point damage from an life and form. It retains any class features, feats, and skill
attack made with a weapon by a foe within 100 feet, you can ranks it formerly had. Its class, base attack bonus, base save
choose to dismiss the spell as a reaction. If you do, the armor bonuses, and Hit Points are unchanged. The creature should
crackles with energy as it disappears, arcing through the air to recalculate its ability scores from scratch as a member of its
strike the attacking creature, which takes an amount of force new race (remembering to include any ability score increases
damage equal to the damage dealt to you at the time this spell from leveling up). The target of the spell gains 2 permanent
was dismissed (maximum 10). The target can attempt a Reflex negative levels when it is reincarnated. If the target is 1st
save for half damage. level, it takes 2 Constitution drain instead (if the Constitution
drain would reduce its Constitution to 0 or less, the creature
REGENERATE 6 cannot be reincarnated). The target creature can decide
whether its new body retains any of the implants it had in
School conjuration (healing) its former body. A spellcasting creature has a 50% chance of
Casting Time 3 rounds losing any given unused spell slot as if it had been used to
Range touch cast a spell.
Targets one living creature For a humanoid creature, the new incarnation is
Duration instantaneous determined using the table on the facing page. For
Saving Throw Fortitude negates (harmless); Spell Resistance nonhumanoid creatures, a similar table of creatures of the
yes (harmless) same type should be created.
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Elementals, outsiders, and undead creatures can’t be from suffering from the same curse, disease, infestation, or
reincarnated. Any creature that can’t benefit from the mystic poison after a new exposure at a later date.
cure spell cannot be reincarnated. The spell can bring back a You can instead cast this spell to neutralize the poison in a
creature that has died of old age. poisonous creature or object for 10 minutes per level. If you cast OVERVIEW
The reincarnated creature gains all abilities associated it on a creature, the creature can attempt a Will saving throw to
with its new form, including any forms of movement and negate the effect.
speeds, natural attacks, extraordinary abilities, and the like, Remove affliction counters bestow curse. CHARACTER
but it does not automatically speak the language of the new CREATION
form it takes. REMOVE CONDITION 2
RACES
D% INCARNATION School conjuration (healing) CLASSES
1–6 Android Casting Time 1 standard action SKILLS
7–14 Dwarf Range touch
15–22 Elf Targets one creature
23–30 Gnome Duration instantaneous
31–34 Half-elf Saving Throw Fortitude negates (harmless); Spell Resistance
35–38 Half-orc yes (harmless) FEATS
39–46 Halfling This spell functions in the same way as lesser remove
47–55 Human condition, except you remove any one of the following EQUIPMENT
56–64 Lashunta conditions affecting the target: frightened, nauseated, shaken,
65–73 Kasatha sickened, or staggered.
74–81 Shirren
82–90 Vesk REMOVE CONDITION, GREATER 5 TACTICAL
91–99 Ysoki RULES
100 Other (GM’s choice) School conjuration (healing)
Casting Time 1 standard action STARSHIPS
A miracle or wish spell can restore a reincarnated creature
to its original form. Range touch
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Duration instantaneous SPELLS
REMOVE AFFLICTION 3 Saving Throw Fortitude negates (harmless); Spell Resistance
GAME
School conjuration (healing) yes (harmless) MASTERING
Casting Time 1 standard action This spell functions as lesser remove condition, except you
Range touch remove all of the following conditions affecting the target: SETTING
Targets one creature or object cowering, dazed, frightened, nauseated, panicked, paralyzed,
Duration instantaneous or 10 minutes/level; see text shaken, sickened, staggered, and stunned. PATHFINDER
Saving Throw Will negates (harmless, object); Spell Resistance LEGACY
REMOVE CONDITION, LESSER 1
yes (harmless, object)
You remove impurities from a creature or object, potentially
neutralizing the curses, diseases, infestations, poisons, and School conjuration (healing)
other harmful conditions affecting it. If the target is a creature, Casting Time 1 standard action
you must attempt a caster level check (1d20 + your caster Range touch
level) for each curse, disease, infestation, and poison affecting Targets one creature
it (DC = 4 + the DC of the affliction). Success means that Duration instantaneous
affliction is removed. Additionally, if the target is blind or deaf Saving Throw Fortitude negates (harmless); Spell
due to an affliction or damage, remove affliction restores vision Resistance yes (harmless)
and hearing unless the appropriate organ has been entirely You remove any one of the following conditions affecting the
removed from the creature’s body. target: shaken, sickened, or staggered. If the condition is the
A creature that is cured with remove affliction takes no result of a disease or another ongoing effect, this spell removes
additional effects from the curses, diseases, infestations, or the condition but does not cure the disease or ongoing effect,
poisons removed, and any temporary effects are ended, but and the target can regain the condition from that effect as
the spell does not reverse instantaneous effects, such as Hit normal, potentially immediately. Lesser remove condition also
Point damage, temporary ability damage, or effects that don’t doesn’t cure or remove other damage or conditions the target is
go away on their own (such as poison states). This spell cannot suffering from any source, even the same source that caused the
remove the curse from a cursed item, though a successful removed condition. Since this spell’s duration is instantaneous, it
caster level check enables the creature afflicted with any such does not prevent the target from gaining the condition again.
cursed item to remove the curse and get rid of it. Since the Casting this spell doesn’t provoke attacks of opportunity.
spell’s duration is instantaneous, it does not prevent the target
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REMOVE RADIOACTIVITY 4 4 RESISTANT ARMOR, GREATER 6 6
School conjuration (healing) School abjuration
Casting Time 1 standard action This spell functions as lesser resistant armor, but the target
Range touch and her gear gain DR 15/— or energy resistance 15 that
Targets or Area one creature or object or one 20-ft.-radius area protects against four energy types.
Duration instantaneous
Saving Throw Fortitude negates (harmless, object); Spell RESISTANT ARMOR, LESSER 3 3
Resistance yes (harmless, object)
You remove all ongoing effects of radiation from a single School abjuration
target if you succeed at a caster level check (DC = the DC Casting Time 1 standard action
associated with the radiation effect). The target is cured of Range touch
both the radiation’s poison effects and the radiation sickness Targets one creature wearing armor
disease, moving the target to the healthy state on both Duration 10 minutes/level
tracks. When cast on an area, a single casting of remove Saving Throw Fortitude negates (harmless); Spell Resistance yes
radioactivity removes radiation from a 20-foot-radius area (harmless)
Lesser resistant armor grants the target (and its
around the point you touch. This spell has no power to gear) protection from your choice of either kinetic damage
negate naturally radioactive materials, and as long as such or energy damage. If you choose kinetic damage, the target
materials remain in an area, the radiation that was removed and her gear gain DR 5/— that protects against bludgeoning,
may return. piercing, and slashing damage. If you choose energy damage,
pick any two of acid, cold, electricity, fire, and sonic damage.
RESILIENT SPHERE 4 The target and her gear gain energy resistance 5 that
protects against the chosen types of energy. This damage
School evocation (force) reduction or energy resistance doesn’t stack with any
Casting Time 1 standard action damage reduction or energy resistance the target already
Range close (25 ft. + 5 ft./2 levels) has, and multiple castings of this spell don’t stack.
Targets one Large or smaller creature
Duration 1 minute/level (D) RESTORATION 4
Saving Throw Reflex negates; Spell Resistance yes
16651191 A 10-foot-diameter globe of shimmering force encloses the School conjuration (healing)
target creature. The sphere contains the target for the spell’s Casting Time 3 rounds
duration. The sphere functions in the same way as a wall Range touch
of force, except it can be negated by dispel magic. A target Targets one creature
inside the sphere can breathe normally. The sphere can’t be Duration instantaneous
physically moved either by creatures outside it or by the Saving Throw Will negates (harmless); Spell Resistance yes
struggles of those within. (harmless)
This spell functions as lesser restoration, except it also
RESISTANT AEGIS 5 5 removes temporary negative levels or 1 permanent negative
level. You must spend 5 Resolve Points when casting this
School abjuration spell to remove a permanent negative level. This spell can’t
Casting Time 1 standard action be used to remove more than 1 permanent negative level
Range 30 ft. from a target in a 1-week period.
Targets up to 10 creatures wearing armor within range Restoration heals all temporary ability damage, and it
Duration 1 minute/level restores all points permanently drained from a single ability
Saving Throw Fortitude negates (harmless); Spell Resistance score (your choice if more than one is drained). It also
yes (harmless) eliminates any fatigue or exhaustion suffered by the target,
This spell functions as lesser resistant armor, except as but it doesn’t remove any underlying source of fatigue or
indicated above, and the wearers and their gear gain DR exhaustion. A target that has benefited from the removal of
5/— or energy resistance 5 that protects against all five fatigue or exhaustion from this spell can’t benefit from either
energy types. effect again for 24 hours.
RESISTANT ARMOR 4 4 RESTORATION, LESSER 2
School abjuration School conjuration (healing)
This spell functions as lesser resistant armor, but the target Casting Time 3 rounds
and her gear gain DR 10/— or energy resistance 10 that Range touch
protects against three energy types. Targets one creature
Duration instantaneous
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Saving Throw Will negates (harmless); Spell Resistance yes half, see text; Spell Resistance yes
(harmless) Like rewriting the code that makes up a computer program,
Lesser restoration dispels any magical effects reducing you manipulate the target’s DNA to painfully rewire that
one of the target’s ability scores, or it heals 1d4 temporary target’s biological functions to mimic the cold and rigid OVERVIEW
ability damage to one of the target’s ability scores. It also processes of a robot. The target must succeed at a Will
eliminates any fatigue suffered by the creature or improves saving throw, or all of its movement speeds are halved and
an exhausted condition to fatigued, but it doesn’t remove any it takes 3d6 slashing damage per round on its turn as its CHARACTER
underlying source of fatigue or exhaustion. It also doesn’t internal organs shift and transform to become more like the CREATION
heal permanent ability drain. A target that has benefited inner components of a robot. Each round, the target can
from the removal of fatigue or the reduction of exhaustion attempt a Fortitude saving throw to halve the damage this RACES
from lesser restoration can’t benefit from either effect again spell causes.
for 24 hours. While this spell is in effect, the target’s body becomes CLASSES
visibly more robotic; its voice is tinny and halting, its
RETROCOGNITION 5 movements are jerky, and its face is unmoving and SKILLS
emotionless. The target has the flat-footed condition, and
School divination it takes a –2 penalty to all Sense Motive checks as well
Casting Time 1 minute as to all Charisma-based and Dexterity-based skill and FEATS
Range personal ability checks.
Duration concentration, up to 1 minute/level
This spell allows you to gain psychic impressions from past EQUIPMENT
events that occurred in your current location. Retrocognition
reveals psychic impressions from events that occurred over
the course of the last hour throughout the first minute of TACTICAL
the spell’s duration, followed by impressions from the RULES
next hour back throughout the next minute you STARSHIPS
concentrate, and so on. If a psychically traumatic
or turbulent event happened during that period,
you must succeed at a Will saving throw (DC = MAGIC AND 4254736
16651192 15, 20, or 25, depending on the severity of the SPELLS
traumatic or turbulent event) or lose your GAME
concentration on the spell. If you fail this saving MASTERING
throw, the spell ends.
At mystic level 16th and higher, you can choose SETTING
to collect impressions from over the course of a
longer interval of time than an hour, beginning
at 1 week per minute of concentration (as listed PATHFINDER
on the table below). The amount of detail you LEGACY
receive diminishes, so this eventually makes
it harder to distinguish impressions left by
anything but the most major events. In most
circumstances, you can’t glean information
about what occurred during the Gap with
this spell.
MYSTIC LEVEL PERIOD
16th–17th 1 week per minute
18th–19th 1 year per minute
20th 1 decade per minute
REWIRE FLESH 4
School transmutation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round/level (D); see text
Saving Throw Will negates and Fortitude
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REWIRE FLESH, MASS 6 Plane where it borders the Plane of Shadow. The effect is
School transmutation largely illusory, but the path is quasi-real.
Targets up to one living creature/level, no two of which can be All targets affected must be in direct contact with one
more than 30 ft. apart another. A Large target counts as two Medium targets, a Huge
This functions as rewire flesh, except as stated above. target counts as four Medium targets, and so forth. Creatures
you transport this way can opt to follow you, wander off
SECURITY SEAL 2 through the plane, or stumble back into the Material Plane
(50% chance for either of the latter results if the creatures are
School abjuration lost or abandoned by you). Creatures unwilling to accompany
Casting Time 1 standard action you into the Plane of Shadow can attempt a Will saving throw
Range touch to negate the effect.
Targets one door, container, or portal up to 30 sq. ft./level in size In the region of shadow, you move at a rate of 200 miles
Duration 24 hours per hour. Because of the blurring of reality between the
Saving Throw none; Spell Resistance no Plane of Shadow and the Material Plane, you can’t make out
A security seal spell magically locks a single door, container details of the terrain or areas you pass over during transit
with a lid or latch, portal, or computer system. Casting this nor can you predict perfectly where your travel will end. It’s
spell requires you to spend 1 Resolve Point. You can freely impossible to judge distances accurately, making the spell
bypass your own security seal without affecting it. If the virtually useless for scouting or spying. Furthermore, when
sealed object has a lock, the DC to open that lock increases the spell effect ends, you are shunted 1d10 × 100 feet in a
by 5 while it remains attached to the object. If the object random horizontal direction from your desired endpoint.
doesn’t have a lock, this spell creates one that can only be If this would place you within a solid object, you (and any
opened with a successful DC 20 Engineering check to disable creatures with you) are shunted to the nearest empty space
devices. If the sealed object has computer security, the DC to available, but the strain of this activity renders each creature
bypass that security increases by 5. A door or object secured fatigued (no saving throw).
with this spell can be opened only by breaking in or with a Shadow walk can also be used to travel to other planes that
successful dispel magic or knock spell. Add 5 to the normal DC border on the Plane of Shadow (except for the Drift), but this
to break open a door or portal affected by this spell. A knock usage requires you to travel across the Plane of Shadow to arrive
spell removes the security seal automatically, counting as one at a border with another plane of reality, which takes 1d4 hours.
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SEE INVISIBILITY 2 2 SHADOWY FLEET 6
School divination School illusion (shadow)
Casting Time 1 standard action Casting Time 1 standard action
Range personal Range long (400 ft. + 40 ft./level)
Duration 10 minutes/level (D) Area 60-ft. radius
You can see any invisible or ethereal objects or beings within Duration 1 round/level
your range of vision, as if they were normally visible. Such Saving Throw Will disbelief and Reflex half, see text; Spell
creatures are visible to you as translucent shapes, allowing
you easily to discern the difference between visible and Resistance yes
invisible or ethereal creatures. You create a powerful vision of a fleet of hostile starships
overhead that appears to rain fiery laser shots mercilessly
The spell doesn’t reveal the method used to obtain at your enemies. The ships appear to be 1,000 feet overhead
invisibility, doesn’t reveal illusions or enable you to see and target a 60-foot-radius area that you designate on the
through opaque objects, and doesn’t reveal creatures that are ground. You can’t cast this spell indoors unless you are within
simply concealed, hiding, or otherwise hard to see. a structure that a fleet of starships could believably fit within.
SHADOW WALK 6 6 Each round this spell is in effect, the starships deal 3d6
piercing damage and 3d6 fire damage to all hostile creatures
School illusion (shadow) in the area as the ships appear to shoot lasers at your enemies.
Casting Time 1 standard action If a creature interacts with the illusion (such as by taking
Range touch damage), it can attempt a Will saving throw to take only
Targets up to one Medium creature or vehicle/level half of this damage per round for the remainder of the spell.
Duration 1 hour/level (D) Regardless of whether a creature disbelieves the illusion, each
Saving Throw Will negates (object); Spell Resistance yes (object) round it takes damage from this spell, it can attempt a Reflex
To use shadow walk, you must be in an area of dim light. You saving throw to instead take half damage; thus, if a creature
and any creature or vehicle you touch are then transported that succeeded at its Will saving throw also succeeds at its
along a coiling path of shadowstuff to the edge of the Material Reflex save in a given round, it takes one-quarter the spell’s
damage that round.
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SHARE LANGUAGE 1 each turn, but not both, and it can’t take full actions. A slowed
School divination creature moves at half its normal speed (round down to the
Casting Time 1 standard action next 5-foot increment). Multiple slow effects don’t stack. Slow
Range touch counters and negates haste.
Targets one creature
OVERVIEW
Duration 24 hours SNUFF LIFE 6 CHARACTER
Saving Throw Will negates (harmless); Spell Resistance yes CREATION
School necromancy (death)
(harmless)
For 24 hours, the target can read, understand, and communicate Casting Time 1 standard action
to the best of its ability in up to three languages that you Range medium (100 ft. + 10 ft./level) RACES
already know. This doesn’t change the physical nature of the Targets up to one creature/2 levels, no two of which can be
creature (if it lacks a means of speech, it still can’t talk) or more than 30 ft. apart CLASSES
its attitude toward you. It does, however, allow intelligent Duration instantaneous
creatures that normally have no language to understand and Saving Throw Fortitude partial, see text; Spell Resistance yes
(if physically capable) communicate in the languages granted You twist the essence of life that flows through your SKILLS
by this spell. targets, snuffing the spark out of weaker creatures and
debilitating or disabling others. This spell’s effects depend FEATS
on each target’s CR.
SHIELD OTHER 2
A creature of CR 5 or lower is slain by this spell. If it succeeds
School abjuration at a Fortitude saving throw, it is instead reduced to 1 Hit Point. EQUIPMENT
Casting Time 1 standard action A creature of CR 6–10 takes 10d20 damage and is stunned
Range close (25 ft. + 5 ft./2 levels) for 3 rounds. If it succeeds at a Fortitude saving throw, it takes
Targets one creature half damage and negates the stunned effect. TACTICAL
Duration 1 hour/level (D) A creature of CR 11–14 takes 8d20 damage and is staggered RULES
Saving Throw Will negates (harmless); Spell Resistance yes for 3 rounds. If it succeeds at a Fortitude saving throw, it takes STARSHIPS
(harmless) half damage and negates the staggered effect.
This spell wards the target and creates a mystic connection A creature of CR 15 or higher takes 6d20 damage. If it
between you and the target so that some of its wounds are succeeds at a Fortitude saving throw, it takes half damage. MAGIC AND
16651194 transferred to you. Casting this spell requires you to spend Regardless of whether the target succeeds at its saving SPELLS 4254738
1 Resolve Point. The target takes only half damage from all throw, it still might die from the damage this spell deals, GAME
wounds and attacks (including those dealt by special abilities) though in this case the spell is not a death effect. MASTERING
that deal Hit Point damage, and you take the amount of
damage not taken by the target. Only Hit Point damage is SOOTHING PROTOCOL 4 SETTING
transferred in this manner; the target’s Stamina Points are
damaged as normal. If you still have Stamina Points, you take School enchantment
the damage to your Stamina Points before Hit Points, as with Casting Time 1 standard action PATHFINDER
normal damage. Range touch LEGACY
Forms of harm that do not involve Hit Points, such as charm Targets one construct with the technological subtype; see text
effects, temporary ability damage, ability drain, permanent Duration 10 minutes/level
negative levels, and death effects, are not affected. When the Saving Throw none; Spell Resistance yes
spell ends, subsequent damage is no longer divided between Waves of calming programming ebb from your touch, potentially
the target and you, but damage already split is not reassigned stabilizing a construct’s harmful intentions toward you and
to the target. If you and the target of the spell move out of your allies. The target construct must have a CR lower than
range of each other, the spell ends. your level; if it does, the construct is convinced that you
and your allies pose no threat. It can’t take violent actions
SLOW 3 3 against you or your allies, and it can’t do anything that would
otherwise harm or threaten you (though it continues to carry
School transmutation out orders to take actions that do not harm or threaten you).
Casting Time 1 standard action Any aggressive action or damage dealt by you or your allies to
Range close (25 ft. + 5 ft./2 levels) a construct soothed in this way or its allies immediately ends
Targets up to one creature/level, no two of which can be more this spell’s effects (and could cause the construct to attack
than 30 ft. apart you, if it was doing so previously).
Duration 1 round/level If an affected construct is under the control of a spellcaster
Saving Throw Will negates; Spell Resistance yes or another creature, the controlling creature can spend a full
An affected creature moves and attacks at a drastically slowed action to remove soothing protocol, as long as it can either
rate. Creatures affected by this spell are staggered (see page touch the construct or give it an order.
277) and can take only a single move action or standard action
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School necromancy (language-dependent) School transmutation
Casting Time 10 minutes Casting Time 1 standard action
Range 10 ft. Range touch
Targets one dead creature Targets one creature
Duration 1 minute/level Duration 10 minutes/level
Saving Throw Will negates, see text; Spell Resistance no Saving Throw Will negates (harmless); Spell Resistance yes
You grant the semblance of life to a corpse, allowing it to (harmless)
answer questions. You can ask up to six questions. The corpse’s The target can climb and travel on vertical surfaces or even
knowledge is limited to what it knew during life, including the traverse ceilings as well as a spider does. An affected creature
languages it spoke. Answers are brief, cryptic, or repetitive, with four limbs must have three limbs free (not holding
especially if the creature would have opposed you in life. equipment or being used to perform skills and so on) to climb
If the dead creature was friendly or helpful toward you in in this manner. A creature with six limbs needs only four
life, the spell works automatically. Otherwise, the corpse can available. In general, other creatures must have 75% of their
attempt a Will saving throw to resist the spell as if it were limbs available to benefit from this spell. The target gains a
alive. On a successful save, the corpse can refuse to answer climb speed of 20 feet (and the +8 racial bonus to Athletics
your questions or attempt to deceive you using its Bluff skill. checks to climb granted by that climb speed); furthermore, it
The target can speak only about what it knew in life. It can’t doesn’t need to attempt Athletics checks to climb to traverse a
answer any questions that pertain to events that occurred vertical or horizontal surface (even upside down). An affected
after its death. creature climbing in this way is not flat-footed while climbing,
If the corpse has been subjected to speak with dead within and opponents get no special bonus to their attacks against it.
the past week, this spell fails. You can cast this spell on a The creature, however, can’t use the run action while climbing.
corpse that has been deceased for any amount of time, but the
body must be mostly intact to be able to respond. A damaged STABILIZE 0
corpse might be able to give partial answers or partially
correct answers, but it must have at least a mouth in order to School conjuration (healing)
speak at all. This spell does not affect a corpse that has been Casting Time 1 standard action
turned into an undead creature. Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
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Duration instantaneous Casting Time 1 standard action
Saving Throw Will negates (harmless); Spell Resistance yes Range close (25 ft. + 5 ft./2 levels)
(harmless) Targets one living creature
If the target of this spell has 0 Hit Points and is dying, it Duration 1 hour/level or until completed OVERVIEW
automatically stabilizes. If the creature later takes damage, it Saving Throw Will negates; Spell Resistance yes
is no longer stable. You influence the actions of the target creature by suggesting a
course of activity (limited to a sentence or two). The suggestion CHARACTER
must be worded in such a manner as to make the activity CREATION
sound reasonable. Asking the creature to do some obviously
STATUS 2
School divination harmful act automatically negates the effect of the spell. RACES
Casting Time 1 standard action The suggested course of activity can continue for the
Range touch entire duration of the spell. If the suggested activity can be CLASSES
Targets up to one living creature touched/3 levels completed in a shorter time, the spell ends when the target
Duration 1 hour/level finishes what it was asked to do. You can instead specify
Saving Throw Will negates (harmless); Spell Resistance yes conditions that will trigger a special activity during the SKILLS
(harmless) duration. If the condition is not met before the spell’s duration
When you need to keep track of comrades who get separated, expires, the activity is not performed. FEATS
status allows you to mentally monitor their relative positions A very reasonable suggestion imparts a penalty (such as –1
and general conditions. You are aware of the direction of and or –2) to the target’s saving throw.
distance to the creatures and any conditions or states affecting EQUIPMENT
them: confused, diseased, dying, nauseated, panicked, poisoned,
staggered, stunned, unconscious, unharmed, wounded, SUGGESTION, MASS 6
wounded and out of Stamina points, and the like. Once the spell School enchantment (compulsion, language-dependent, TACTICAL
has been cast upon the targets, the distance between them and mind-affecting) RULES
the caster does not affect the spell as long as they are on the Range medium (100 ft. + 10 ft./level)
same plane of existence. If a target leaves the plane (including via Targets up to one creature/level, no two of which can be more STARSHIPS
Drift travel) or dies, the spell ceases to function for that creature. than 30 ft. apart
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creatures. All of the affected creatures are subject to the SPELLS
SUBJECTIVE REALITY 6 same suggestion.
School illusion (mind-affecting) GAME
Casting Time 1 standard action MASTERING
Range personal
Duration 1 round/level (D) SUPERCHARGE WEAPON 1
School evocation SETTING
Choose one object or creature you can see within long Casting Time 1 standard action
range (400 feet + 40 feet/level). You alter your perceptions Range touch PATHFINDER
to become convinced the target is an illusion. For you, the Targets one weapon LEGACY
target becomes transparent and does not create sound or Duration see text
smell. Until the spell ends, you can move through the target Saving Throw none; Spell Resistance no
unimpeded and the target can move through you. The target’s You supercharge the target weapon. If the weapon’s next
nonmagical attacks can’t harm you, and the target’s magical attack hits (provided it is made before the end of the next
attacks deal half damage to you. The target’s non-damaging round), the attack deals 4d6 additional damage if the weapon
magical abilities have only a 50% chance of affecting you, is a single target attack or 2d6 additional damage if the
and you are immune to all its sonic, language-dependent, and weapon attacks all creatures in an area. This bonus damage is
scent-based attacks. However, your attacks deal no damage of the same type as the weapon’s normal damage.
to the target, and your magical abilities don’t affect the
target at all. You or the target can affect each other normally SYMPATHETIC VIBRATION 6
through intermediaries. For instance, while the target would
be immune to the direct effects of your charm monster spell, School evocation (sonic)
if you charmed another creature that then attacked the target Casting Time 10 minutes
creature, the target would not be immune to the damage from Range touch
that attack. Targets one freestanding structure or vehicle
Duration up to 1 round/level
SUGGESTION 3 Saving Throw none; Spell Resistance yes
By attuning yourself to a freestanding structure or vehicle (this
School enchantment (compulsion, language-dependent, doesn’t include starships), you can create a damaging vibration
mind-affecting) within it. Once it begins, the vibration deals 2d10 sonic damage
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per round to the target, bypassing hardness. You can choose at You move objects or creatures by concentrating on them.
the time of casting to limit the duration of the spell; otherwise, Depending on your desired effect (choose one from below), the
it lasts for 1 round per level. If the spell is cast upon a target spell can perform a variety of combat maneuvers, provide a
that is not freestanding, the surrounding material dissipates gentle, sustained force, or exert a single short, violent thrust.
the effect and no damage occurs. Combat Maneuver: Once per round, you can use
Sympathetic vibration can’t affect creatures (even if they telekinesis to perform a ranged attack that acts as a
are constructs). bull rush, disarm, grapple (including pin), or trip combat
maneuver. Resolve these attempts as normal, but use your
SYNAPSE OVERLOAD 5 caster level plus your key ability score modifier as your
attack bonus. No saving throw is allowed against these
School divination (mind-affecting) attempts, but spell resistance applies normally. This version
Casting Time 1 standard action of the spell can last 1 round per caster level, but it ends if
Range touch you cease concentrating.
Targets one living creature Sustained Force: A sustained force moves an object of no
Duration instantaneous more than 25 pounds or 2 bulk per caster level up to 20 feet
Saving Throw Fortitude partial; Spell Resistance yes per round in any direction (including up or down). A creature
To affect the target, you must hit with a melee attack against can negate the effect on an object it holds with a successful
its EAC; you can add your key ability score modifier to this Will save or with spell resistance. This version of the spell
attack roll instead of your Strength modifier if it is higher. You lasts 1 round per caster level, but it ends if you cease
then overload the target’s mind, causing the target’s synapses concentrating. The spell ends if the object is forced beyond
to violently trigger. The target takes 18d8 damage and is the spell’s range.
staggered for 1 minute. A target can negate the staggered You can telekinetically manipulate an object as if with
effect with a successful Fortitude saving throw, but still takes one hand. For example, a lever can be pulled, a key turned,
full damage. a button pushed, an object rotated, and so on if the force
Casting this spell doesn’t provoke attacks of opportunity. required is within the weight limitation. You might even be
able to untie simple knots, though a delicate activity such as
SYNAPTIC PULSE 3 this requires a successful DC 15 Intelligence check.
Violent Thrust: The spell energy can be spent in a single
16651197 School enchantment (compulsion, mind-affecting) round. You can hurl up to 15 objects or creatures that are
Casting Time 1 standard action within range (no two of which can be more than 10 feet
Range 20 ft. apart) toward any target within 150 feet of all the objects.
Area 20-ft.-radius spread centered on you You can hurl up to a total weight of 400 pounds or 40 bulk.
Duration 1 round You must make attack rolls (one per creature or object
Saving Throw Will negates; Spell Resistance yes thrown) to hit the target with the items, using your base
You stun all creatures in range for 1 round. attack bonus plus your key ability score modifier as your
attack bonus. All objects cause damage ranging from 1
SYNAPTIC PULSE, GREATER 5 damage per 25 pounds or 2 bulk (for less dangerous objects)
to 1d10 damage per 25 pounds or 2 bulk (for extremely
School enchantment (compulsion, mind-affecting) dangerous objects, such as weapons or bladed or spiked
Casting Time 1 standard action objects). Objects and creatures that miss the target land in
Range 20 ft. a square adjacent to the target. Creatures that fall within
Area 20-ft.-radius spread centered on you the weight capacity of the spell can be hurled, but they can
Duration 1d4 rounds attempt Will saving throws (or rely on spell resistance) to
Saving Throw Will partial; Spell Resistance yes negate the effect, as can those whose held possessions are
You stun all creatures in range for 1d4 rounds. With a successful targeted by the spell. If a thrown creature is hurled against a
Will saving throw, a creature is instead sickened for 1 round. solid surface, it takes 1d6 damage as if it had fallen 10 feet.
TELEKINESIS 5 TELEKINETIC PROJECTILE 0
School transmutation School evocation
Casting Time 1 standard action Casting Time 1 standard action
Range long (400 ft. + 40 ft./level) Range close (25 ft. + 5 ft./2 levels)
Targets see text Targets one object and one creature
Duration concentration (up to 1 round/level) or instantaneous; Duration instantaneous
Saving Throw none; Spell Resistance no
see text You fling an object weighing up to 5 pounds (less than 1 bulk)
Saving Throw none, Will negates (object), see text; Spell at the target, making a ranged attack against its KAC. If you
Resistance yes (object), see text
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hit, you deal 1d6 bludgeoning damage to both the target and must be in contact with you. Exceeding this limit causes the OVERVIEW
the object. The type of object thrown doesn’t change the spell to fail. There must be sufficient space near the creature CHARACTER
damage type or any other properties of the attack. with which you have the telepathic bond for all the creatures
you are teleporting, or this spell fails. CREATION
TELEPATHIC BOND 4 RACES
TELEPATHIC MESSAGE 0 0
School divination CLASSES
Casting Time 1 standard action School divination (language-dependent, mind-affecting)
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action SKILLS
Targets you plus up to one willing creature per 3 levels, no two Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level FEATS
of which can be more than 30 ft. apart Duration 10 minutes/level
Duration 10 minutes/level (D) Saving Throw none; Spell Resistance no EQUIPMENT
Saving Throw none; Spell Resistance no You can send a short telepathic message and hear simple TACTICAL
You forge a telepathic bond between yourself and a telepathic replies. Any living creature within 10 feet of you or RULES
number of willing creatures, each of which must have an an intended recipient also receives your telepathic message
Intelligence score of 3 or higher (or a modifier of –4 or if it succeeds at a DC 25 Perception check. You must be able
higher). Each creature included in the link is linked to all to see or hear each recipient. The creatures that receive the
the others. The creatures can communicate telepathically message can reply telepathically, but no more than a single
through the bond regardless of language. No special power message can be sent each round, and each message cannot
or influence is established as a result of the bond. Once the exceed 10 words. A technomancer casting this spell can also
bond is formed, it works over any distance (although not use it to send a message to a computer or a construct with
from one plane to another). the technological subtype if the receiving target is designed to
receive messages.
If desired, you can leave yourself out of the telepathic bond
forged. This decision must be made at the time of casting.
STARSHIPS
TELEPATHIC JAUNT 6 TELEPATHY 5
School conjuration (teleportation) School divination (mind-affecting) MAGIC AND 4254742
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Range touch Range personal GAME
Targets you and touched objects and other touched willing or Duration 10 minute/level MASTERING
You can mentally communicate with any other creature within
unconscious creatures
Duration instantaneous 100 feet that has a language. It is possible to address multiple SETTING
Saving Throw none, Will negates (object); Spell Resistance no, creatures at once telepathically, although maintaining a
yes (object) telepathic conversation with more than one creature at a time PATHFINDER
Telepathic jaunt thrums along the mental connection you is just as difficult as speaking and listening to multiple people LEGACY
have with a creature with which you currently have an simultaneously. You can’t use telepathy to locate creatures to
active telepathic bond via your mystic telepathic bond class communicate with them, but once you’ve established telepathic
feature (but not via the telepathic bond spell), and it instantly communication, you don’t require line of effect to maintain it.
teleports you to that creature. This spell teleports you to a
random, unoccupied square adjacent to the creature with TELEPORT 5
which you have the telepathic bond. If no such square is
available, you teleport to the closest eligible square; if the School conjuration (teleportation)
nearest eligible square is more than 50 feet away from the Casting Time 1 standard action
creature, this spell fails. Range 2,000 miles
You can be transported any distance within a plane, even Targets you and touched objects and other touched willing or
across the galaxy, but you can’t travel between planes, and unconscious creatures
you can’t transport yourself to a creature if one of you is Duration instantaneous
traveling via Drift travel and the other isn’t. In addition to Saving Throw none, Will negates (object); Spell Resistance no,
yourself, you can transport any objects you carry as long yes (object)
as their weight doesn’t exceed your maximum load. You can This spell instantly transports you to a designated
also bring up to six additional willing or unconscious Medium destination within 2,000 miles. Interplanar and
or smaller creatures (each carrying gear or objects up to its interplanetary travel is not possible, and neither is travel
maximum load) or their equivalent. A Large creature counts between two moving starships during combat, though
as two Medium creatures, and a Huge creature counts as two you might be able to teleport to a planet’s surface from an
Large creatures. All creatures to be transported must be in orbiting starship. You can bring along objects as long as their
contact with one another, and at least one of those creatures weight doesn’t exceed your maximum bulk limit. You can also
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TABLE 10-1: TELEPORTATION RESULTS 1d20+80. Each time “mishap” comes up, the creatures take more
ON OFF SIMILAR damage and must reroll.
FAMILIARITY TARGET TARGET AREA MISHAP
Very familiar 1–97 98–99 100 — TERRAFORM 6
Studied carefully
Seen casually 1–94 95–97 98–99 100 School transmutation
Viewed once Casting Time 1 hour
False destination 1–88 89–94 95–98 99–100 Range 100 ft.
Area 100-ft.-radius emanation centered on you
1–76 77–88 89–96 97–100
— — 81–92 93–100
Duration 1 day/level; see text
bring up to five additional willing or unconscious Medium Saving Throw none; Spell Resistance no
or smaller creatures (carrying gear or objects up to its You alter the area’s terrain and climate to a new terrain and
maximum load) or their equivalent. A Large creature counts climate type appropriate to the planet or plane. For example,
as two Medium creatures, and a Huge creature counts as four you might transform a desert into plains. To cast this spell,
Medium creatures. All creatures to be transported must be in you must spend 10 Resolve Points along with technological
contact with one another, and at least one of those creatures gear worth 30,000 credits (which is magically augmented to
must be in contact with you. As the caster, you need not do much of the terraforming, then consumed by the spell). A
attempt a saving throw, nor is spell resistance applicable to xenodruid mystic instead uses crystals and incenses worth
you. Only objects held or in use by another creature receive 30,000 credits. This magically alters the area’s climate and
saving throws and benefit from spell resistance. normal plants to those appropriate to the new terrain, but it
You must have some clear idea of the location and layout doesn’t affect creatures or the configuration of the ground.
of the destination. The clearer your mental image, the more Transforming rocky hills into forested areas converts grasses
likely the teleportation works. Areas of strong physical or into shrubs and small trees, but it doesn’t flatten the hills or
magical energy can make teleportation more hazardous or change the animals to suit the new environment.
even impossible. To see how well the teleportation works, roll You can alter the climate by one step (cold, temperate, or
d% and consult Table 10–1. Refer to the following information warm). The maximum extent of the terrain change is up to the
for definitions of the terms on the table. GM, but in general it changes to a similar terrain type or by one
Familiarity: “Very familiar” describes a place you have been step within that terrain type (such as from a typical forest to a
16651199 very often and where you feel at home. “Studied carefully” forest with massive trees or light undergrowth, from a shallow
describes a place you know well, either because you can bog to a deep bog, and so on).
currently physically see it or because you’ve been there often. Multiple castings of the spell in the same area can create
“Seen casually” describes a place you have been to more an area with radically different terrain and climate than the
than once but with which you are not very familiar. “Viewed surrounding land. The GM can decide that certain terrain shifts are
once” describes a place you have seen once in person or have unsustainable and shorten the duration or that some are suitable
extensively studied through scrying magic, remote cameras, or for the area and extend the duration. This spell could have many
recorded images (for a remote-viewed location, you still need secondary effects based on the nature of the change, the type of
to have a clear idea of the location; you can’t teleport to an bordering terrain, and so on; these should be determined by the
unknown location that you’ve seen in a holovid). GM on a case-by-case basis. For example, transforming a desert
“False destination” describes a place that doesn’t truly exist, requires drawing water up from underground to sustain the
or if you are teleporting to an otherwise familiar location, it is plants, which could deplete the water table in nearby areas.
a place that no longer exists as such or has been so completely
altered as to no longer be familiar to you. When traveling to a TOKEN SPELL 0 0
false destination, roll 1d20+80 to obtain results on the table,
rather than rolling d%, since there is no real destination for you School transmutation
to hope to arrive at or even be off target from. Casting Time 1 standard action
On Target: You appear where you want to be. Range 10 ft.
Off Target: You appear safely a random distance away from Targets, Effect, or Area see text
the destination in a random direction. The distance off target Duration 1 hour
is d% of the distance that was to be traveled. The direction off Saving Throw none; Spell Resistance yes
target is determined randomly. Token spells are often some of the first minor changes that
Similar Area: You wind up in an area that’s visually or spellcasters produce when they begin experimenting with
thematically similar to the target area. Generally, you appear magic. Once cast, token spell enables you to perform simple
in the closest similar place within range. If no such area exists magical effects for 1 hour. The effects are minor and have
within the spell’s range, the spell simply fails instead. severe limitations. You can slowly lift one item of light bulk.
Mishap: You and anyone else teleporting with you have You can alter items in a 1-foot cube each round, coloring,
gotten “scrambled.” You each take 2d10 damage, and you reroll cleaning, soiling, cooling, warming, or flavoring them. You can
on the chart to see where you wind up. For these rerolls, roll create small objects, but they look artificial and are extremely
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fragile (they can’t be used as tools or weapons). You can sees the exact locations of creatures or objects that are
illuminate an object to shed dim light in a 30-foot radius. invisible or displaced, sees through illusions, and sees the true
Token spell lacks the power to duplicate any other spell form of changed or transmuted things. Further, the target can
effects. Any actual change to an object (beyond moving, focus its vision to see into the Ethereal Plane (but not into OVERVIEW
cleaning, or soiling it) persists for only 1 hour. extradimensional spaces).
True seeing, however, does not penetrate solid objects. It
TONGUES 3 3 in no way confers X-ray vision or its equivalent. It does not CHARACTER
negate concealment, including that caused by fog and the like. CREATION
School divination True seeing does not help the viewer see through mundane
Casting Time 1 standard action disguises, spot creatures who are simply hiding, or notice RACES
Range touch secret doors hidden by mundane means.
Targets one creature CLASSES
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no UNWILLING GUARDIAN 5
This spell grants the creature touched the ability to speak and School enchantment (compulsion, mind-affecting) SKILLS
understand the spoken or signed language of any intelligent Casting Time 1 standard action
creature, whether it is a racial tongue or a regional dialect. The Range close (25 ft. + 5 ft./level) FEATS
target can speak only one language at a time, although it may Targets one creature with CR lower than your level; see text
be able to understand several languages. Tongues does not Duration 1 round/level (D)
enable the target to speak with creatures who don’t speak. The Saving Throw Will negates; Spell Resistance yes EQUIPMENT
target can make itself understood as far as its voice carries. Your overwhelming presence bores into the target’s mind,
cowing its will. This turns it into an automaton-like guardian
TRANSFER CHARGE 0 that protects you at all costs. As soon as it is able, the target TACTICAL
mindlessly moves along the most direct route toward you and RULES
School transmutation stops when it is within 10 feet of you (provoking attacks of STARSHIPS
Casting Time 1 standard action opportunity for movement as normal). If you are being attacked
Range touch in melee by a creature within 10 feet, the target instead takes
Targets two objects of the same type; see text the quickest route to intercept that creature from a square MAGIC AND 4254744
16651200 Duration instantaneous within 10 feet of you and attack it on your behalf. SPELLS
Saving Throw Fortitude negates (object); Spell Resistance While this spell is in effect, the target attacks any creature GAME
yes (object) that attacks you in melee, though it can’t move more than MASTERING
10 feet from you to do so. If multiple creatures are attacking
You can transfer any number of charges from one battery to
another battery or from one power cell to another power cell. you in melee, you can choose which creature the target attacks SETTING
You can only transfer charges using two objects of the exact on your behalf as part of combat banter. If you are the target
same type (two batteries of the same size, two identical power of ranged attacks and your guardian is not attacking a melee
cells, or the like); you transfer charges from the source object assailant on your behalf, it moves to provide cover against PATHFINDER
to the receiving object. the ranged attacks. Due to the strong momentary connection LEGACY
You must declare how many charges you are transferring between you and your unwilling guardian, if you are the single
before casting this spell. If you transfer more charges from target of a hostile creature’s spell or effect, the creature must
the source than the receiving item can hold, the receiving item succeed at a caster level check (DC = 6 + your caster level)
must succeed at a Fortitude saving throw or take 1d6 electricity or the spell or effect instead targets your guardian. This spell
damage. This spell provides no knowledge of how many charges has no effect on area of effect or multi-target spells or other
a receiving item can safely hold, but you can choose to transfer effects that include you as a target.
fewer charges than the maximum allowed to reduce the risk. When this spell ends, the target regains control of its
faculties entirely and it knows and remembers that you used
TRUE SEEING 6 6 magic to control it. Once a creature has been the target of
unwilling guardian, it can’t be targeted with this spell again for
School divination 24 hours if cast by the same spellcaster.
Casting Time 1 standard action
Range touch UNSEEN SERVANT 1
Targets one creature
Duration 1 minute/level School conjuration (creation)
Saving Throw Will negates (harmless); Spell Resistance yes Casting Time 1 standard action
(harmless) Range close (25 ft. + 5 ft./2 levels)
You confer upon the target the ability to see all things within Effect one invisible, mindless, shapeless servant
120 feet as they actually are. The target sees through normal Duration 1 hour/level
and magical darkness, notices secret doors hidden by magic, Saving Throw none; Spell Resistance no
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The spell conjures an invisible, mindless, shapeless force that If the person or object is not at hand or you are not in
performs simple tasks at your command (a move action). It can the place and you know only detailed information about the
run and fetch things, open unstuck doors, and hold chairs, person, place, or object, the DC of the caster level check is
as well as clean and mend. The servant can perform only 25 and the information gained is incomplete (though it often
one activity at a time, but it repeats the same activity over provides enough information to help you find the person,
and over again if told to do so as long as you remain within place, or thing, thus allowing a better vision result next time).
range. It has an effective Strength score of 2 (so it can lift up If you know only rumors, the DC is 30 and the information
to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). gained is vague (though it often directs you to more detailed
It can trigger traps and such, but it can’t exert enough force information, thus allowing a better vision result next time). In
to activate certain pressure plates and other devices. It can’t most circumstances, you can’t glean information about what
perform any task that requires a skill check with a DC higher occurred during the Gap with this spell.
than 10 or that requires a check using a skill that can’t be used Casting this spell requires access to a computer or similar
untrained. This servant can’t fly, climb, or swim (though it can device, which displays the information gained. Additionally,
walk on water). Its land speed is 15 feet. casting this spell places considerable strain on you, requiring
The servant can’t attack in any way; it is never allowed to you to spend 1 Resolve Point.
make attack rolls. It can’t be killed, but it dissipates if it takes
6 or more damage from area attacks; it gets no saving throws WALL OF FIRE 4
against attacks.
School evocation (fire)
VEIL 6 Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
School illusion Effect wall up to 20 ft. long/level or a ring with a radius up to
Casting Time 1 standard action 5 ft./2 levels; either form 20 ft. high
Range long (400 ft. + 40 ft./level) Duration concentration + 1 round/level
Targets up to one or more creatures, no two of which can be Saving Throw none; Spell Resistance yes
more than 30 ft. apart An immobile blazing curtain of opaque, shimmering, violet fire
Duration concentration + 1 hour/level (D) springs into existence. One side of the wall, selected by you,
Saving Throw Will negates or disbelief, see text; Spell sends forth waves of heat, dealing 2d6 fire damage to creatures
16651201 Resistance yes, see text within 10 feet and 1d6 fire damage to those beyond 10 feet but
You instantly change the appearance of the targets and then within 20 feet. The wall deals this damage when it appears and
maintain that appearance for the spell’s duration. You can make on your turn each subsequent round. In addition, the wall deals
the targets appear to be anything you wish. The targets look, 5d6 fire damage to any creature passing through it. The wall
feel, and smell just like what the spell makes them resemble. deals double damage to undead creatures.
Affected creatures return to their normal appearances if If you evoke the wall so that it appears where creatures are,
slain. You must succeed at a Disguise check to duplicate the each creature takes damage as if passing through the wall.
appearance of a specific individual. This spell gives you a +10 If any 5-foot length of wall takes 20 or more cold damage in
bonus to such a check (since it counts as altering your form). 1 round, that length goes away.
An unwilling target can negate the spell’s effect on it by
succeeding at a Will saving throw or by relying on spell WALL OF FORCE 5
resistance. Those who interact with the targets can attempt
Will saving throws to disbelieve the illusion, but spell School evocation (force)
resistance doesn’t help pierce the illusion. Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
VISION 6 Effect wall with area up to one 10-ft. square/level
Duration 1 round/level (D)
School divination Saving Throw none; Spell Resistance no
Casting Time 1 standard action Wall of force creates an invisible wall of pure force. You can
Range personal form the wall into a flat, vertical plane whose area is up to
Duration see text one 10-foot square per level. The wall must be continuous and
You pose a question about some person, place, or object while unbroken when formed. If its surface is broken by any object
casting this spell. If the person or object is at hand or if you are or creature, the spell fails.
in the place in question and you succeed at a caster level check This counts as a force field for effects that can’t penetrate a
(1d20 + your caster level, DC 20), you receive a vision about force field. The wall can’t move and is not easily destroyed. A
that person, place, or object. The information gained includes wall of force is immune to dispel magic. A greater dispel magic
everything available about the target that could be discovered specifically targeting the wall of force can dispel it, but treat
by spending weeks in dedicated research with excellent-quality the wall of force’s caster level as being 5 higher than the actual
but standard reference works. caster level. A wall of force can be damaged by spells and
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attacks as normal, but a wall of force has hardness 30 and 300 Duration see text
Hit Points. Disintegrate instantly destroys a wall of force. Saving Throw see text; Spell Resistance see text
Breath weapons and spells can’t pass through a wall of By simply speaking aloud, you can alter reality to better
force in either direction, though dimension door, teleport, and suit you. Even wish, however, has its limits. A wish spell can OVERVIEW
similar effects can bypass the barrier. The wall blocks ethereal produce any one of the following effects.
creatures as well as material ones (though ethereal creatures D Duplicate any technomancer spell of 6th level or lower.
can usually circumvent the wall by going around it, through D Duplicate any other spell of 5th level or lower. CHARACTER
material floors and ceilings). Gaze attacks operate normally D Undo the harmful effects of certain spells, such as feeblemind. CREATION
through a wall of force. D Produce any effect whose power level is in line with the
above effects. RACES
WALL OF STEEL 6 At the GM’s discretion, you may try to use a wish to produce CLASSES
greater effects than these, but doing so may be dangerous or
School conjuration (creation) the spell may have only a partial effect.
Casting Time 1 standard action A duplicated spell allows saving throws and spell resistance
Range medium (100 ft. + 10 ft./level) as normal, but the save DCs are the same as for a 7th-level SKILLS
Effect steel wall with area up to one 5-ft. square/level; see text spell. For the purpose of other effects that depend on spell
Duration instantaneous level, wish counts as a 9th-level spell.
Saving Throw none; Spell Resistance no
FEATS
You cause a flat, vertical steel wall to spring into existence. WISP ALLY 1 EQUIPMENT
The stress of casting this spell requires you to spend 1 Resolve
Point. The wall can fit into any space of surrounding nonliving School conjuration (creation)
material if its area is sufficient to do so. The wall can’t be Casting Time 1 standard action
conjured so that it occupies the same space as a creature or Range close (25 ft. + 5 ft./2 levels) TACTICAL
another object. It must always be a flat plane, though you can Effect one distracting, glowing servant RULES
shape its edges to fit the available space. Duration 1 round/level STARSHIPS
A wall of steel is 4 inches thick. You can double the wall’s Saving Throw none; Spell Resistance no
area by halving its thickness. Each 5-foot square of the wall You draw forth otherworldly energy to create a small, spherical,
has hardness 15 and 45 Hit Points per inch of thickness. A floating wisp that can distract your enemies in combat. This MAGIC AND
16651202 section of wall that is reduced to 0 Hit Points is breached. The wisp can move 60 feet per round in any direction, and you can SPELLS 4254746
DC of the Strength check for a creature to break through the direct it as a move action on your turn. If the wisp occupies GAME
wall with a single attack is 30. The wall is firmly anchored the same space as an enemy, the wisp provides your choice MASTERING
to its surroundings, and it doesn’t easily tip over; it can’t be of either harrying fire or covering fire (see pages 246–247)
summoned into any area where it is likely to fall or collapse. against the enemy each round on your turn, and it follows that SETTING
Like any steel wall, this wall is subject to perforation and enemy within range automatically unless you direct it to change
other natural phenomena, though it doesn’t rust or corrode targets. The wisp is made of pure light and energy and can’t be
under typical circumstances. The metal created by this spell is damaged in combat, though it can be dispelled as normal. PATHFINDER
not suitable for use in the creation of other objects and can’t In addition to the function described above, the wisp sheds LEGACY
be sold. light in a 20-foot radius in a color of your choice (chosen when
you cast the spell).
WAVES OF FATIGUE 5 ZONE OF TRUTH 2
School necromancy School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action Casting Time 1 standard action
Range 30 ft. Range close (25 ft. + 5 ft./2 levels)
Area cone-shaped burst Area 20-ft.-radius emanation
Duration instantaneous Duration 1 minute/level
Saving Throw none; Spell Resistance yes Saving Throw Will negates; Spell Resistance yes
Waves of negative energy render all living creatures in the Creatures within the emanation area can’t speak any deliberate
spell’s area fatigued. This spell has no effect on a creature that and intentional lies. Each potentially affected creature can
is already fatigued. attempt a Will saving throw to avoid the effect when the spell
is cast or when that creature first enters the emanation area.
WISH — Affected creatures are aware of this enchantment, and they
can therefore avoid answering questions to which they would
School universal normally respond with a lie, or they can be evasive as long as
Casting Time 1 standard action they remain within the boundaries of the truth. Creatures who
Range see text leave the area are free to speak as they choose.
Area, Effect, or Targets see text
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As the Game Master, you wear many hats: storyteller, entertainer, judge,
inventor, and player. You’re in charge of creating an entire world for your
friends to explore, and you fill the shoes of every nonplayer character
they interact with. While this can be a lot of work, it can also be deeply
rewarding. As the GM, you’re the ultimate arbiter of everything in your
game—you can change setting details or even fundamental rules of the
game as you see fit—but below are some systems and tips to help make
your GMing experience fun and smooth.
BUILDING AN ADVENTURE All of these approaches are valid, but in general, the ways
How much work you put into preparing your adventure is up to you expect your party to interact with a character determine
you. The easiest approach is to simply modify or run a published what you need. If your PCs go to a nonplayer character (NPC) for
adventure (see the sidebar on page 392). While published research assistance before their next mission, then you probably
adventures are usually quite intricate, with beautiful maps and need to know only a few skill values, whereas you’ll probably
interwoven storylines, don’t let that intimidate you. If you’re the need to know all the combat statistics for the Free Captain
only one running your adventure, you can easily get by with pirate they battle in the adventure’s climax. Also remember
just a few notes, such as an outline of the plot, a map or two that in addition to using published characters and creatures as
of main adventure sites, and a few stat blocks or notes for the written, you can simply “reskin” those creatures. If you use the
creatures you plan to use as enemies. Some people run entirely statistics for a haan but describe fins and jets instead of claws
off the cuff, while others write everything down. Whatever lets and balloons, a cold spray instead of firespray, and a swim speed
you relax and have fun at the table is the right choice. instead of a fly speed, congratulations—you’ve created a brand-
If you decide to write everything out, however, remember that new alien, and your players will never know the difference!
an adventure is not a novel. The other players control the main For a sample monster stat block and descriptions of a stat
16651205 characters, and you should leave room for them to shape the block’s entries, see pages 420–421.
action. If the characters steal a shuttle and head down to the planet
when you expected them to try and capture the ship’s bridge, don’t Level Equivalent for Monsters and NPCs
despair! Just grab the Starfinder Alien Archive, flip it open, and tell Many abilities and effects are based on a creature’s level. Unlike
them what weird creatures—perhaps lurking within some strange player characters, however, monsters and NPCs don’t have levels.
alien ruins inscribed with mystical signs—they find when they land. Instead, the CR of a monster or NPC functions as its level for any
Maybe you can still bring the story back around to your original ability or effect based on level.
idea after this side quest, but adapting your story in response DESIGNING ENCOUNTERS
to player action is what makes a group storytelling game like
Starfinder exciting and surprising for the GM as well as the players! An encounter is any event that presents the PCs with a specific
The following pages contain some key issues you should problem that they must solve. Most encounters involve combat
consider before sitting down to run a game, as well as elements with monsters or hostile NPCs, but there are many other types:
that, if prepared in advance, can save you a lot of time and a corridor full of robotic traps, a fraught negotiation with
frustration at the table. government authorities, an environmental hazard on a strange
STAT BLOCKS planet, an encrypted database that needs to be hacked, or
anything else that adds drama to the game. Some encounters
Stat blocks are one of the most complex parts of the game, but involve puzzles, interpersonal interactions, physical feats, or
also the most useful. They tell you everything you need to know other tasks that can be overcome entirely with roleplaying and
about a creature or character’s abilities in a fight, much like a skill checks, but the most common encounters are also the most
condensed version of a character sheet. complex to build—combat encounters.
How you use stat blocks is up to you. Some Game Masters When designing a combat encounter, decide what level of
like to create custom stat blocks for most of the allies and challenge you want your PCs to face and follow the steps below.
enemies encountered during an adventure, some like to create Step 1: Determine APL
them only for the biggest and baddest enemy characters, and
others are perfectly happy to repurpose statistics from other The first thing you need to do is determine your players’ Average
adventures or books like the Alien Archive. Some GMs don’t Party Level (APL), which represents how much of a challenge
even bother with full stat blocks and just write down a few key the group can handle. To get this number, add up the levels of all
statistics—Armor Classes, attacks and damage, Hit Points, and characters in the party, divide the sum by the number of party
saving throws—and ignore the rest unless it becomes important. members, then round to the nearest whole number (this is an
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exception to the usual “round down” rule). If the group contains more items of a level equal to its CR. For more information on
fewer than four characters, subtract 1 from the result; if the group creating nonplayer characters, see the Alien Archive.
contains six or more characters, add 1 to the total. For example, if CR Equivalencies OVERVIEW
a group has six characters, two at 4th level and four at 5th level,
its APL is 6 (28 total levels divided by six characters equals 5 The sheer number of experience points involved in building
after rounding up, and 1 is added for having six characters). high-CR encounters can seem daunting, especially when you’re
Step 2: Determine CR trying to craft an encounter on the fly. When using a large CHARACTER
number of identical creatures, Table 11–2: CR Equivalencies can CREATION
Challenge Rating (CR) is a convenient number used to indicate simplify the math by combining them into one CR, making it
the relative danger presented by an enemy, trap, hazard, or other easier to find their total XP value. For example, using this table, RACES
encounter; the higher the CR, the more dangerous the encounter. you can see that four CR 8 creatures (worth 4,800 XP each) are
Refer to Table 11–1: Encounter Difficulty on page 390 to determine equivalent to one CR 12 creature (worth 19,200 XP). You can CLASSES
the Challenge Rating your group should face depending on the also use this table to work backward and build encounters with
difficulty of the challenge you want and the group’s APL. much less math. Need a CR 7 encounter using CR 4 creatures?
Step 3: Build the Encounter Just check the table, and you’ll see that you need three CR 4 SKILLS
creatures to create a CR 7 encounter.
Determine the total experience point (XP) award for the Terrain Factors FEATS
encounter by looking up its CR on Table 11–3: Experience Point
Awards. This gives you an “XP budget” for the encounter. Every An encounter against a creature that’s out of its favored element
creature, trap, and hazard is worth an amount of XP determined (like an enormous dragon encountered in a tiny cave) gives the EQUIPMENT
by its CR, as noted on the table. To build your encounter, simply PCs an advantage. In such a situation, you should probably
add creatures, traps, and hazards whose combined XP does not build the encounter as normal—you don’t want to accidentally
exceed the total XP budget for your encounter. It’s easiest to overcompensate and kill your party—but when you award TACTICAL
add the highest CR challenges first and then reach the total by experience for the encounter, you may want to do so as if the RULES
including lesser challenges. encounter were 1 CR lower than its actual CR.
For example, let’s say you want your group of six 11th- The reverse is also true, but only to an extent. Creature CRs are STARSHIPS
level PCs (APL 12) to face a hard encounter on Eox against a assigned with the assumption that a given creature is encountered
crafty necrovite (CR 13) and some elephantine ellicoths (CR 9 in its favored terrain. Encountering a water-breathing kalo in an MAGIC AND
16651206 each). Table 11–1: Encounter Difficulty indicates to you that a underwater area shouldn’t increase the XP you award for that SPELLS 4254750
hard encounter for a group of APL 12 is equivalent to CR 14. encounter, even if none of the PCs breathe water. But if the GAME
According to Table 11–3: Experience Point Awards, a CR 14 terrain impacts the encounter significantly, you can increase the MASTERING
encounter has an XP budget of 38,400 XP. At CR 13, the XP award as if the encounter’s CR were 1 higher. For example, an
necrovite is worth 25,600 XP, leaving you with 12,800 XP to encounter against a creature with blindsight in an area with no SETTING
spend on ellicoths. Ellicoths are worth 6,400 XP apiece, so the natural light needs no CR adjustment, but an encounter against
encounter can support two ellicoths in its XP budget. Or you the same creature where any light brought into it is suppressed
could skip the necrovite and use three ellicoths instead, leaving might be considered +1 CR. PATHFINDER
you with 19,200 XP to spend on other creatures or hazards As a general rule, the goal of ad hoc XP adjustments based on LEGACY
(perhaps a CR 12 creature that shares the ellicoths’ lair). factors like terrain is not to penalize PCs for doing well, but to
Special Considerations make sure they’re being challenged and rewarded appropriately.
Creating fun and balanced encounters is both an art and a science. Gear Adjustments
Don’t be afraid to stray from the formulas by making changes— You can significantly increase or decrease the power level of an
sometimes called ad hoc adjustments—that you think will make NPC by adjusting its gear, particularly its weapons or crucial
the encounter more fun or manageable for your particular party. items such as powered armor. An NPC encountered with no gear
In addition to the basic rules above, consider whether any of the should have its CR reduced by 1 (provided that the loss of gear
following factors might apply to your encounter. actually hampers it). An NPC with better gear than normal—such
Adding NPCs as a weapon with 2 levels higher than the NPC’s CR or a large
number of items with a level equal to its CR—has a CR of 1 higher
Creatures with abilities that match a class, such as creatures that than normal. This equipment impacts your treasure budget (see
belong to the PC races detailed in this book, function differently page 391), so make overgeared NPCs like this with caution!
than creatures with substantial innate abilities. Their power Tactical Considerations
comes more from gear than from nature, and they might have
skills and abilities similar to those of PCs. Generally, the CR of an Just as a player slowly learns how to use his character’s abilities,
NPC equals the level of a PC with the same abilities—for example, so does a GM learn how to best deploy her collection of foes.
an NPC with abilities similar to a 2nd-level technomancer would CR can’t cover every situation, so a GM should think through
be CR 2. An NPC usually has armor and a weapon each with a both a creature’s abilities and the encounter’s setting for any
level equal to its CR, give or take a level, and possibly one or two potential pitfalls.
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One major concern is the CR of the enemy. The CR system a good rule of thumb is to award twice the XP for a CR equal
works best when the CR of each of the GM’s creatures is to the group’s APL, you can also customize your story award
relatively close to the PCs’ Average Party Level. It might be amounts to help your players’ characters reach a particular level
tempting to throw a single higher-CR creature against the party, for the next adventure you want to run.
and sometimes that works out fine, but you may run the risk of
obliterating the party when their saving throws aren’t yet high TABLE 11–1: ENCOUNTER DIFFICULTY
enough to protect against the creature’s abilities. Conversely, DIFFICULTY CR EQUIVALENCY
if you throw a horde of CR 1 creatures against your party with Easy APL – 1
an APL of 8, those creatures are unlikely to hit the characters’ Average APL
Armor Classes or succeed with any of their abilities, and thus Challenging APL + 1
they won’t be challenging, no matter how many you include. Hard APL + 2
Yet just as a tidal wave of low-CR enemies can become a Epic APL + 3
tensionless slog for players, fighting a single opponent can TABLE 11–2: CR EQUIVALENCIES
also be a bore, depending on that opponent’s abilities. A lone
technomancer without any bodyguards or defenses in place NUMBER OF CREATURES CR EQUIVALENCY
might find himself quickly surrounded or unable to cast his spells 1 creature CR
after being grappled, and a creature with a single powerful attack 2 creatures
CR + 2
might still not be a great match for a party of five slightly less 3 creatures CR + 3
powerful characters due to the sheer number of attacks they 4 creatures CR + 4
have each round. In general, the strongest encounters have a 6 creatures CR + 5
handful of enemies that guard vulnerable creatures with powerful 8 creatures CR + 6
abilities and balance out the PCs’ number of actions each round. 12 creatures CR + 7
GAINING EXPERIENCE 16 creatures CR + 8
In the Starfinder RPG, characters advance in level by overcoming TABLE 11–3: EXPERIENCE POINT AWARDS
challenges ranging from combat situations to diplomatic INDIVIDUAL XP (BY NO. OF PLAYERS)
encounters. All of these are symbolized by experience points CR TOTAL XP 1–3 4–5 6+
(XP). Many GMs choose to simply keep a list of all the encounters 1/8 50 15 15 10
16651207 PCs overcome during a session, add together the experience 1/6 65 20 15 10
points, and award them in a lump sum at the end of the session. 1/4 100 35 25 15
That way, if characters earn enough XP to gain levels, you won’t 1/3 135 45 35 25
have to pause the game while they level up their characters, and 1/2 200 65 50 35
you can instead let them do so between sessions. 1 400 135 100 65
Every opponent, trap, or obstacle the PCs overcome (including 2 600 200 150 100
starship combat and vehicle chases) is worth a set amount of XP, 3 800 265 200 135
as determined by CR. Purely roleplaying encounters are generally 4 1,200 400 300 200
assumed to have a CR equal to the Average Party Level, but 5 1,600 535 400 265
you may award XP as if it were higher or lower, depending on 6 2,400 800 600 400
difficulty. Note, however, that encounters with a CR of less than 7 3,200 1,070 800 535
the APL – 10 merit no XP award, as they’re too easy. Similarly,
using starship weapons against a settlement or driving an asteroid 8 4,800 1,600 1,200 800
into a planet may kill thousands, but in such instances, the party
should generally not receive XP or wealth, as these massacres are 9 6,400 2,130 1,600 1,070
neither heroic nor challenging. Experience gained in a fight comes
not from enemy death but from expertise acquired as a result of 10 9,600 3,200 2,400 1,600
combat, which such impersonal situations lack.
11 12,800 4,270 3,200 2,130
To award XP, take your list of defeated encounters and find
the value of each encounter’s CR under the “Total XP” column 12 19,200 6,400 4,800 3,200
on Table 11–3: Experience Point Awards. Add up the total XP
values for each CR and then divide this total by the number of 13 25,600 8,530 6,400 4,270
characters. The result is the amount of XP each character earns.
For a slightly less exact method, you can add up the individual 14 38,400 12,800 9,600 6,400
XP awards listed in the table for a group of the appropriate size.
In this case, the division between characters is done for you. 15 51,200 17,100 12,800 8,530
In addition, don’t be afraid to give players extra XP when they 16 76,800 25,600 19,200 12,800
conclude a major storyline or accomplish something important.
These “story awards” can consist of any amount of XP. While 17 102,400 34,100 25,600 17,100
18 153,600 51,200 38,400 25,600
19 204,800 68,300 51,200 34,100
20 307,200 102,000 76,800 51,200
21 409,600 137,000 102,400 68,300
22 614,400 205,000 153,600 102,400
23 819,200 273,000 204,800 137,000
24 1,228,800 410,000 307,200 204,800
25 1,638,400 546,000 409,600 273,000
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CORE RULEBOOK 11
GAINING WEALTH the PCs’ current gear, assume they keep it and factor it in at its
As PCs gain levels, they tend to obtain wealth. Starfinder assumes full value. If it’s no better than what they already have, assume
that all PCs of equivalent level have roughly equal amounts of they sell it when they have the chance. (Comparing the item level
wealth in the form of gear, magic items, and raw currency. Since to the Average Party Level can be an excellent guideline for this OVERVIEW
a PC’s primary way of gaining wealth is through adventuring, it’s purpose.) For example, if the characters face a high-CR enemy with
important to moderate the amount you place in your adventures. a correspondingly awesome laser rifle, assume they keep it. If they
Thus, the amount of wealth PCs earn from their adventures is tied fight eight aeon troopers with armor comparable to their own, CHARACTER
to the Challenge Rating of the encounters they face. assume most groups will leave it rather than carry eight bulky sets CREATION
Wealth per Encounter of armor with them. In general, beware of providing single items far RACES
above your party’s APL. Instead, provide several items equal to or
Table 11–4: Wealth Gains per Encounter lists the amount only slightly better than your party’s current gear, and then make
of treasure each encounter should award based on its CR. up the rest with consumable items and items likely to be resold. CLASSES
When looking at this number, it’s important to understand
that it represents wealth from many different sources: hard Story-Based Wealth
currency, looted items, and earned or story-based wealth. Given the inefficiency of constantly looting and selling enemy SKILLS
Relying too much on any one category can skew the game’s gear, Starfinder assumes at least part of player wealth comes
power balance. Additionally, most encounters are part of an from story-based sources, usually completing a mission or FEATS
overarching adventure, in which case it’s useful to look at adventure. Perhaps it’s payment for finishing a patron’s quest, a
wealth for the adventure as a whole. Don’t be afraid to have gift from a grateful populace, a bounty on a criminal, or proceeds
some encounters grant more wealth while others grant less, from selling an alien artifact or the exclusive interview rights to a EQUIPMENT
as long as it balances out by the end of the adventure. (After PC’s account of an adventure. Regardless of the source, consider
all, a well-armed NPC is more likely to be carrying valuable setting aside part of the budget from your encounters to allow
items than a mindless beast.) Below are some important for large lump-sum payments at appropriate points in the story. TACTICAL
considerations regarding each type of wealth. RULES
Hard Currency
TABLE 11–4: WEALTH GAINS PER ENCOUNTER STARSHIPS
It’s important to include credits in your rewards, so that players
CR WEALTH GAIN (IN CREDITS) can buy items appropriate to their characters, but avoid regularly
1/3 150 giving out handfuls of credsticks, as pooling large sums of liquid MAGIC AND
16651208 1/2 230 capital can enable a party to buy better gear than would normally SPELLS 4254752
1 460 be appropriate for the group’s APL. GAME
MASTERING
2 775 TABLE 11–5: CHARACTER WEALTH BY LEVEL
3 1,100
4 1,400 PC LEVEL WEALTH (IN CREDITS) SETTING
5 3,100 1st 1,000
6 3,900 2nd 2,000 PATHFINDER
7 4,600 3rd 4,000 LEGACY
8 5,400 4th 6,000
9 10,000 5th 9,000
10 14,700 6th 15,000
11 25,000 7th 23,000
12 34,000 8th 33,000
13 50,000 9th 45,000
14 77,000 10th 66,000
15 113,000 11th 100,000
16 178,000 12th 150,000
17 260,000 13th 225,000
18 405,000 14th 333,000
19 555,000 15th 500,000
20 782,000 16th 750,000
17th 1,125,000
Items 18th 1,700,000
19th 2,550,000
Gear looted from fallen enemies or otherwise acquired during 20th 3,775,000
adventures can generally be sold for only 10% of its face value.
This is important to gameplay, in that it discourages players from Wealth by Level
picking up every dropped helmet or low-level weapon and turning
their ship into a flying garage sale, yet it’s also crucial to keep in Table 11–5: Character Wealth by Level lists the amount of
mind when placing treasure. If an item is significantly better than treasure each PC is expected to have at a specific level.
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BEFORE THE GAME
PUBLISHED ADVENTURES Everyone approaches game mastering differently—some with
intensive preparation, others with a sticky note and a prayer. Yet,
Published adventures are a busy Game Master’s best friend. Not regardless of your personal style, there are a few matters every
only do they allow you to sit down and start playing quickly without GM should consider in advance to save time at the table.
coming up with intricate storylines or cool encounters in advance,
but by studying how they’re put together, you can hone your own If you’re running a published adventure, be sure to read
adventure-creating skills. A published adventure is the script that lets it beforehand so that you know what you’re in for and can
you, as the GM, focus on the directing and acting portions of your job. adequately prepare your notes and foreshadow upcoming
events. (If short on time, you can sometimes read just the first
It’s important to remember, however, that the writer of a published few encounters— enough to keep several steps ahead of the
adventure doesn’t know your group or their characters. If your players.) If you’re creating your own adventure, make sure you
players are all paranoid, then an adventure involving an unexpected have enough written down to feel comfortable. Gather any
betrayal by a friendly NPC may not work as well. Similarly, if one of props you need, such as miniatures and handouts, in addition
your characters has a deep hatred for necromantic elebrians, her to the usual dice, pencils, tactical maps, and so forth. Consider
player may have more fun if you change the villain from a member helping your players prep for the game as well, such as by
of the Aspis Consortium to an agent of the Bone Sages. Customizing resolving character story issues that don’t involve the group as
adventures to your group is an easy way to raise the stakes in your a whole (perhaps even via one-on-one side quests), answering
game and make things feel more personal. questions, and helping them level up their characters.
If you’re interested in published adventures, Paizo’s Starfinder It’s also important to consider real-world logistics. Make
Adventure Path products offer finely crafted adventures that are sure that all the players can make it to the game; if someone
tied together into epic six-part campaigns. For more information, can’t, consider whether it’s still worth running the game, and
visit paizo.com. if so, what happens to that person’s character. Do you or
another player play him? Does he continue to gain wealth and
experience, or will he fall behind the rest of the group? Also,
consider matters such as food, children, pets, and other factors,
In addition to providing benchmarks to make sure existing and have a plan to handle any concerns that might arise.
characters remain balanced, it can also be used to budget gear RUNNING THE GAME
for characters starting above 1st level, such as a new character
16651209 created to replace a dead one. Characters in this latter case Addressed below are several of the common situations and
should spend no more than half their total wealth on any single issues that you’ll invariably need to handle during the game.
item. For a balanced approach, PCs built after 1st level should Skill DCs
spend no more than 25% of their wealth on weapons and 25%
on armor and protective devices. It is up to you, as the GM, to determine the DCs of the various
Starships skill checks the players will attempt during play. Many of the skill
descriptions include guidance on typical DCs for skill checks, but
Starfinder is a roleplaying game of interplanetary travel and there may be times when you need to come up with a DC on your
exploration, and it assumes that most adventures will start with own. If a skill check does not have a predetermined DC, or if a player
PCs either already having or quickly gaining access to a starship. wants to attempt a task that is not covered in a skill’s description,
But starships are expensive—what’s to stop them from simply use the following guidelines. A challenging DC for a skill check is
selling their starship and retiring, or using the money to buy gear equal to 15 + 1-1/2 × the CR of the encounter or the PCs’ Average
far too powerful for their level? Party Level (APL). For an easier check, you might reduce the DC by
The answer is you, the GM. Starships are not considered part 5, while increasing the DC by 5 makes for a more difficult check.
of character wealth and thus are not intended to be sold (unless Changing the DC by 10 or more makes for either a trivial check
it’s part of a trade-in to obtain a different starship). How to with little chance of failure or a prohibitively high check with little
frame this is up to you. Some GMs may prefer to simply tell the chance of success, so be cautious when adjusting skill check DCs!
players not to sell the ship because it would ruin the game. If Rolling and Fudging
you need an in-character reason, however, there are many: The
ship could be the equivalent of a company car from whatever Player cheating can ruin a game, but as a GM, you may sometimes
patron or faction the PCs are working for. It could be a family find yourself in situations where cheating might actually improve
heirloom they’re contractually not allowed to sell. It could be the game. We prefer to call this “fudging” rather than cheating, and
stolen and thus unsellable without getting the PCs arrested. It while you should try to avoid it when you can, you are the law in
could have a hyperintelligent AI that’s bonded to its crew and your game and shouldn’t feel bound by the dice. A GM should be
doesn’t allow itself to be sold. Whatever the justification, the impartial and fair, and in theory, that’s what random dice results
real answer is that starships are just too much fun to restrict to help support. At the same time, you’re trying to create a compelling
high-level play. (Though if you want to play an entire campaign story, and if fudging a given roll makes a scene more fun and
on one planet or simply have PCs pay for passage when they satisfying for the players in the end—go for it! It’s no good if a single
need to get somewhere, that’s fine, too!) random roll of the dice would result in a premature end to your
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CORE RULEBOOK 11
campaign or in a character’s death when the player did everything When a character dies, try to resolve the current conflict or
right. However, be wary of using fudging to nullify players’ combat as quickly as possible. Once that’s handled, take the
achievements. Remember that you’re playing with the group, not player aside for a moment and find out whether she’d prefer for
against it. Maybe you didn’t expect the players to take down your the group to try to save her character or simply create a new one. OVERVIEW
villain so quickly, but as long as they had fun, who cares? You aren’t required to let a dead character return to life.
An easy way to avoid getting called out on your fudging is Sometimes dead is dead—and a horror-themed game often benefits
to make your dice rolls behind a GM screen, so that players from a sense of danger—but it’s nice to take a player’s feelings into CHARACTER
can’t see the results. But don’t worry overmuch about being account. If it’s possible for the party to get a character raised or CREATION
“caught.” As the GM, your responsibility is to the experience, reincarnated, don’t delay it with additional encounters; just gloss
not the dice. But if you elect to roll your dice in the open, over the return to civilization so you can get the player back into RACES
you still shouldn’t show a die roll that would give a player the game as quickly as possible. If you’d rather treat the situation
knowledge that their character wouldn’t have, such as a as the seed for a side quest, consider offering to let the PC play CLASSES
saving throw for a disease a character doesn’t know she’s been an established NPC for the rest of the session so she isn’t bored.
exposed to. A PC death is a great time to end the session, since you can then
In addition to not being bound by die rolls, don’t feel tied handle unresolved issues out of game and get the player back in SKILLS
to the predetermined plot of an encounter or the rules as the action by the start of the next session.
written. Feel free to adjust the events or interpret the rules If the player of a dead character instead prefers to move on FEATS
creatively, especially in cases where you as the GM made to a new character, consider the NPC option above to keep her
a poor assumption to begin with. For example, you might entertained for the rest of the session, or let her create her new
design an encounter where a pack of demons have invaded character there at the table. Once the player’s new character is EQUIPMENT
a space station through a planar rift, only to realize too late done, let the other players take a 5-minute break while you step
that none of the PCs have good-aligned weapons and thus aside to talk to the player, learn about her new character, and
deal very little damage. In this case, it’s okay to “cheat” and work out a way to introduce the new party member quickly. TACTICAL
say these particular demons are hurt by normal weapons, or One other thing that PC death can do is bloat the surviving RULES
have a chaplain of Iomedae show up at the last moment to characters’ treasure. If a party simply splits up or sells a dead STARSHIPS
bless the PCs’ weapons. As long as you can keep such ad-hoc PC’s gear, the group can become obscenely overgeared for its
developments to a minimum, these on-the-spot adjustments level. Thus, it’s usually easier to simply assume that the dead
can even enhance the game—perhaps the church of Iomedae PC’s personal gear (though not necessarily important story items MAGIC AND
16651210 now demands a favor from the PCs, sparking a new adventure! belonging to the group) is destroyed, lost, or otherwise goes away. SPELLS 4254754
GM Fiat Difficult Players GAME
MASTERING
Debates over rules inevitably drag a game down and should be put As with any group activity, sometimes you’ll run into a
to rest as quickly as possible. As the GM, you set the law of your troublemaker. Don’t be shy about politely and firmly asking SETTING
game, and your interpretation of the rules is the one that matters a player to alter his behavior if he’s being inappropriate,
most. When complications regarding rules interpretations occur, antagonistic, or otherwise annoying—and don’t accept “But I’m PATHFINDER
listen to the players involved and strive to be fair, but don’t feel just acting how my character would!” as an excuse. If a player LEGACY
like you need to convince them. If the rule in question isn’t one (or character) is negatively impacting the rest of the group’s
you’re familiar with, you can go with a player’s interpretation, experience and won’t change his behavior when asked, it’s
perhaps with the caveat that you’ll read up on the rule after the your duty as the Game Master to tell him to leave.
game and make an official ruling going forward from the next
session. Alternatively, you can simply rule that something works Campaign Journal
in a way that helps the story move on.
Having a record of each session’s events can help you remember
One handy tool to keep on hand is the GM fiat: simply give details and keep a sense of continuity. Consider taking notes
a player a +2 bonus or a –2 penalty to a die roll if no one at the during a game or getting a player who’s excited about such things
table is precisely sure how a situation might be handled by the to write up a campaign journal summarizing each adventure.
rules. For example, a character who attempts to trip a robot in These can also be distributed to remind players where you left off.
a room where the floor is magnetized could take a –2 penalty to
his attempt, at your discretion, since the magnetic pull exerted Ending the Campaign
by the floor anchors the construct.
Starfinder goes up to 20th level, but that doesn’t mean your
Player Character Death campaign has to. The most important thing in a campaign is to
end it at a point that’s satisfying for the story, such as when
Eventually, through bad luck or bad tactics, a player character is a major storyline wraps up or after a climactic battle with a
going to die, or else suffer some similarly permanent fate such as longtime foe. After each significant adventure arc, discuss as a
petrification or being shot into deep space at relativistic speeds. A group whether you’d rather continue with these characters or
player character’s death doesn’t need to be a terrible experience. start something entirely new. Some people like to play many
In fact, going out in a blaze of glory can become a dramatic short adventures with different characters, while others like to
highlight for the player and the group as a whole! run the same campaign for years. There’s no wrong answer!
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ENVIRONMENT ASTRONOMICAL OBJECTS
The universe is an endless expanse of adventuring potential. Most living beings begin their lives on floating astronomical
On its billions of worlds, physics create every possible objects. These planets, planetoids, and stars are the hub of much
permutation of geology, while life’s endless creativity gives adventure and vary in complexity of design and makeup. A
rise to organisms both eerily familiar and defying imagination. brief summary of the different types of astronomical objects is
Regardless of their design, all of these creatures struggle to presented below, along with various rules associated with each.
survive and thrive in their native habitats, from icy seas and lush
fungus jungles to the savage pyroclastic flows of tidally heated Classification of Astronomical Objects
moons or the rusting hulks of ancient alien megastructures.
There exist several different types of astronomical objects.
The following section contains rules to help you as GM Summarized below are the most prominent types encountered
adjudicate the game universe, including rules for the vastness during interstellar exploration.
of space, for various types of planets and the different terrains
that may be found on them, and for environmental effects and Asteroid
hazards that may come into play in a variety of settings. Rules
for settlements and structures both natural and artificial are An asteroid is a fractured chunk of matter, notable for being too
presented at the end of the chapter. small to be considered a proper planetoid. Asteroids commonly
lack any sort of ecosystem and are often bereft of an atmosphere
and breathable air. Many see asteroids as exploitable resources,
given that they are often rich in minerals of varying rarity.
SPACE Gas Giant
The immeasurable gulf of space is home to everything on the As their name suggests, gas giants are worlds composed
Material Plane, housing more stars and planets than could ever entirely of gas—frequently elements such as hydrogen and
be recorded. During their careers, the player characters will helium. They lack any natural solid surfaces to walk on and
undoubtedly need to venture into space. Traveling from one so have no proper ground. Creatures unable to fly or without
planet to another, exiting the atmosphere of a planetoid, or flight-capable equipment or magic tumble toward the dense
visiting an orbiting space station are all examples of common core of the world at the falling speed of a standard-gravity
travel that require at least a brief time in space. Many hazards planet. Such a fall often takes days, given the immense size
of space can be mitigated by wearing armor (see page 196) or of these worlds. Near the center of a gas giant, a creature is
16651211 a standard space suit (see page 231), but sometimes unlucky subject to extreme gravity (see page 402). The heart of a gas
spacefaring adventurers get caught without them! giant acts in many ways like a star (see Star below), including
Cosmic Rays destroying creatures that don’t have full immunity to fire.
“Cosmic rays” is a catchall term for various interstellar radiation Irregular World
effects. They use the same rules as radiation (see page 403). Some planets exist outside of the typical description of a
Most habitable planets maintain atmospheres capable of (mostly) spherical mass of gases or silicate rocks and metals.
repelling these emissions. Such protected planets allow, at These irregular worlds come in a variety of shapes, many of
most, a low amount of radiation in infrequent bursts. Planets which are still considered theoretical. Some worlds might be
devoid of a protective atmosphere are constantly assailed by artificially designed in the shape of a torus. Other worlds, like a
radiation of medium to severe intensity. planet in the form of a cube or a world that is entirely flat, exist
Vacuum as the result of cosmic abnormalities or the direct intervention
of the divine.
The void of space is effectively empty of matter, and this vacuum is Satellite
perhaps the greatest danger of outer space. A creature introduced
to a vacuum immediately begins to suffocate (see Suffocation Satellites are objects, such as moons, orbiting any other form
and Drowning on page 404) and takes 1d6 bludgeoning damage of planetoid. “Satellite” is a classification that can be applied
per round (no saving throw). Because a vacuum has no effective to other astronomical objects as well, as many asteroids and
temperature, the void of outer space presents no dangers from terrestrial worlds are also satellites. Unlike other types of
cold temperatures. A creature retains its body heat for several astronomical objects, a satellite isn’t necessarily a natural
hours in a vacuum. Sound doesn’t travel in a vacuum. object. Alien markers and space stations are but a few types
Decompression occurs when a creature suddenly transitions of artificial constructs that hang in the gravitational field of
from a pressurized environment to a vacuum, such as by planets. Some planets have only a single moon, while others
being flung out of an airlock or being inside a sealed structure (such as gas giants) boast dozens of objects caught in their
that becomes heavily damaged. Such a creature takes 3d6 gravitational fields.
bludgeoning damage (no saving throw) in addition to any Star
suffocation damage.
Most creatures travel the vacuum of space in a starship. For A star—sometimes multiple stars—typically rests at the heart
more information about starships, see page 292. of a planetary system. Stars are massive balls of incandescent
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CORE RULEBOOK 11
OVERVIEW
CHARACTER
CREATION
RACES
CLASSES
SKILLS
FEATS
EQUIPMENT
TACTICAL
RULES
STARSHIPS
MAGIC AND
16651212 SPELLS 4254756
plasma that blast their orbiting planetoids with heat. While ATMOSPHERES GAME
MASTERING
there are various categorizations of stars, from blue dwarf stars An atmosphere is a layer of gases held in place by the pull of a
to yellow hypergiants, all stars produce enough heat to pose planetoid’s gravity. The gravity and temperature of a planetoid
similar hazards to most adventurers. The surface of a star is so impact its ability to retain an atmosphere. Most planets and SETTING
hot that only full immunity to fire allows a creature to survive planetoids support some manner of atmosphere. In addition
there. Any creatures or items not immune to fire are instantly to hospitable atmospheres, there are various other types of
and utterly consumed down to the molecular level—only spells atmosphere that serve as hazards to most life. PATHFINDER
such as miracle or wish can bring back such victims. LEGACY
D Solar Flares: Occasionally, stars let off bursts of intense Corrosive
energy, visible upon their surfaces as flares of roiling plasma. As the name suggests, a corrosive atmosphere eats away at
These disturbances have a deadly and immediate effect on matter. The type and speed of the erosion varies, but the most
things on or near the surfaces of such turbulent stars. The common use of this term describes atmospheres capable of
peripheral danger of these flares is the devastating effect dissolving most matter. A typical corrosive atmosphere deals
they have on unshielded electronic equipment and radio anywhere from 1 acid damage per minute up to 10d6 acid
communications. These distortions can be felt millions of damage per round to creatures and objects within. Certain
miles away from the star, and typically they cause various metals and treated materials may be immune to the specific
electronics and radio communications to cease functioning atmosphere of a planet, and often the corrosion can be mitigated
for 6d6×10 minutes. with dutiful preparation.
Terrestrial World No Atmosphere
Most people use the word “planet” to refer to a terrestrial A creature on a planet without an atmosphere (or with an
world. The ones closest to the star of a solar system are the atmosphere so thin that it is effectively airless) is exposed to a
worlds most likely to be naturally habitable. They’re home to vacuum (see page 394).
varying ecosystems, from barren, rocky landscapes to vibrant
jungles of lush plant life and rushing waterways. Such worlds Normal
are sometimes categorized by their predominant features,
leading to titles such as desert world, ice world, jungle world, A normal atmosphere is one that can support the majority of
and lava world. breathing life-forms. Most such atmospheres are composed of
some combination of oxygen, nitrogen, and other nontoxic gases.
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BIOMES
STRANGE ATMOSPHERES The following section includes information on a variety of
biomes found on planets. Some planets could be entirely made
Though it happens rarely, some astronomical objects have up of a single biome, such as desert or forest worlds, while other
atmospheres that seem to defy the laws of reality—usually due to planets contain a mix of the following terrain types.
magical interference or technology run amok. Sometimes these
atmospheres are infused with a certain type of energy. Such Aerial Terrain
atmospheres function like corrosive atmospheres, except they deal
damage of the appropriate energy type (electricity, fire, sonic, etc.). On worlds where the atmosphere expands high above the
physical boundaries of the surface, there exists a region of
open air. Similarly, gas giants are made up of nothing more than
a vast atmosphere, held in place by a starlike core. The most
Thick common rules sections to reference when using aerial terrain
are Falling (see page 400), Gravity (see page 401), Suffocation
A nonacclimated creature operating in a thick atmosphere treats and Drowning (see page 404), and Weather (see page 398).
it as somewhat harmful, due to the extra chemical compounds The rules for flying with the Acrobatics skill are also critical for
in the air and the increased atmospheric pressure. Every hour, many creatures operating in an aerial environment.
such a creature must succeed at a Fortitude save (DC = 15 + 1 Clouds
per previous check) or become sickened. This condition ends
when the creature returns to a normal atmosphere. Conversely, Most clouds are little more than condensed gas that obfuscates
the increased weight of the air grants a +4 circumstance bonus vision. Treat a cloud in an aerial environment using the same
to Acrobatics checks to fly or Piloting checks to keep an aircraft rules as fog cloud, except it’s a nonmagical effect. Other types
in flight. of cloud exist, such as corrosive or toxic clouds, which operate
Severely thick atmospheres are far more dangerous. Every in the same manner as those types of atmospheres (see above).
minute, a creature in such an atmosphere must succeed at Stealth and Detection in Aerial Terrain
a Fortitude save (DC = 15 + 1 per previous check) or begin to
suffocate (see Suffocation and Drowning on page 404) as its How far a character can see in the air depends on the presence
lungs cease coping with the density of the oxygen inhaled and or absence of clouds. Creatures can usually see 5d8×100 feet if
lose the strength to keep pumping air into its bloodstream. the sky is completely clear, with minimal clouds (or other aerial
16651213 objects) blocking their views. Clouds generally provide enough
concealment to hide within (though the hiding creature might
Thin
Thinner atmospheres tend to cause a nonacclimated creature have difficulty seeing out from its hiding place).
to have difficulty breathing and become extremely tired. A Aquatic Terrain
typical thin atmosphere requires such a creature to succeed at
a Fortitude save each hour (DC = 15 +1 per previous check) or Aquatic terrain can be one of the least hospitable to PCs
become fatigued. The fatigue ends when the creature returns to because most can’t breathe underwater. The ocean floor holds
a normal atmosphere. many marvels, including undersea analogues of any of the other
Severely thin atmospheres can cause long-term oxygen terrain elements described in this chapter, but if characters find
deprivation to those affected in addition to the effects of a themselves in the water because they were bull-rushed off
standard thin atmosphere. The first time a creature in a severely the back of a transport ship, the kelp beds or volcanic vents
thin atmosphere fails its Fortitude save, it must succeed at a hundreds of feet below them don’t matter. The most common
DC 25 Fortitude save or take 1 damage to all ability scores. rules sections to reference when using aquatic terrain are
A creature acclimated to high altitude (see Hill and Mountain Suffocation and Drowning (see page 404) and Underwater
Terrain on page 397) gains a +4 insight bonus to its saving Combat (see page 405). The rules for swimming with the
throw to resist this effect. Athletics skill (see page 137) are also critical for many creatures
Toxic operating in an aquatic environment.
Toxic atmospheres are composed of poisonous compounds and Deep Water
vary radically in their consistencies. Some toxic atmospheres are Lakes and oceans simply require a swim speed or successful
capable of sustaining oxygen-breathing life-forms, while others Athletics checks to move through (typically, DC 10 in calm
immediately suffocate those within them. Regardless of whether water, DC 15 in rough water, DC 20 in stormy water, and
or not they allow creatures to breathe, toxic atmospheres are DC 30 in maelstrom water). Characters need a way to breathe
threats to most living creatures, as they act as an inhaled poison if they’re underwater; lacking that, they risk drowning. When
(see page 417). Though the specific type of poison varies, many underwater, characters can move in any direction, including up
toxic atmospheres act as existing poisons but with radically and down.
different onset times and save DCs. Low-level toxic atmospheres Extreme Depths
can have onset times measured in hours or days, while heavily
toxic atmospheres have onset times measured in rounds. At certain depths, the pressure of the surrounding water
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CORE RULEBOOK 11
becomes so great that characters might be affected as if they Stealth and Detection in a Forest OVERVIEW
were in a thick or severely thick atmosphere (see page 396), CHARACTER
even if they can breathe underwater. In a sparse forest, the maximum distance at which a creature can
succeed at a Perception check to detect the presence of others is CREATION
Stealth and Detection Underwater 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and RACES
in a dense forest it is 2d6×10 feet.
How far a character can see underwater depends on the water’s CLASSES
clarity. As a guideline, creatures can see 4d8×100 feet if the Because any square with undergrowth provides
water is clear and 1d8×10 feet in murky water. Running water concealment, it’s usually easy for a creature to use the Stealth SKILLS
is always murky, unless it’s in a particularly large, slow-moving skill to hide. Logs and massive trees provide cover, which also
river. It is hard to find cover or concealment to hide underwater makes hiding possible. FEATS
(except along the sea floor).
The background noise of a forest makes Perception checks EQUIPMENT
Desert Terrain that rely on sound more difficult, increasing the DC of the check
by 2 (not 1) per 10 feet.
Desert terrain exists in cold, temperate, and warm climates,
but all deserts share one common trait: very little precipitation. Hill and Mountain Terrain
The three categories of desert terrain are tundra (cold desert),
rocky deserts (often temperate), and sandy deserts (often Hill terrain describes rises in the immediate area, often multiple
warm). The most common rules sections to reference for hills spread over miles. This type of terrain can occur in any
adventures in these areas are Cold Dangers (see page 400), other biome. Mountains are steeply rising rock, metal, or even
Heat Dangers (see page 402), Starvation and Thirst (see the organic crust of the planet. The most common rules sections
page 404), and Weather (see page 398). to reference when using hill and mountain terrain are Cold
Dangers (see page 400), Falling (see page 400), and Weather
(see page 398).
Stealth and Detection in the Desert Chasms TACTICAL
RULES
In general, the maximum distance in desert terrain at Usually formed by natural geological processes, chasms are
which a creature can succeed at a Perception check to common dangers in mountainous areas. Chasms aren’t hidden,
detect the presence of others is 6d6×20 feet; beyond this so characters won’t (usually) fall into them by accident. A typical STARSHIPS
distance, elevation changes and heat distortion in warm chasm is 2d4×10 feet deep, at least 20 feet long, and anywhere
deserts makes sight-based Perception checks impossible. from 5 to 20 feet wide. It usually requires a successful DC 15 MAGIC AND
16651214 The presence of dunes in sandy deserts limits spotting Athletics check to climb the wall of a chasm. In mountain terrain, SPELLS 4254758
distance to 6d6×10 feet. The scarcity of undergrowth or chasms are typically 2d8×10 feet deep. GAME
other elements that offer concealment or cover makes using MASTERING
Stealth more difficult. Rock Wall
Forest Terrain A vertical plane of stone, a rock wall requires one or more SETTING
successful DC 25 Athletics checks to ascend. A typical rock wall
A forest can be composed of more than trees. On some worlds, is from 2d4×10 feet tall to 2d8×10 feet tall.
vast fungal growths tower into the sky, while on others metallic High Altitude PATHFINDER
veins rise from the ground and connect in spidery canopies. LEGACY
Common rules sections to reference for forests are Catching At particularly high altitudes, the thinning atmosphere poses
on Fire (see page 403), Falling Objects (see page 401), Smoke a challenge for many creatures, with the same effects as a
Effects (see page 404), and Vision and Light (see page 261). thin atmosphere (see page 396). A creature residing at a high
Trees altitude for 1 month becomes acclimated and no longer takes
these penalties, but it loses this benefit if it spends more than 2
Most forests are filled with trees, or something akin to trees, months away from high-altitude terrain and must reacclimatize
which provide partial cover to those standing in the same upon returning.
square as a tree. An average tree has an AC of 4, a hardness
of 5, and 150 HP (see page 409 for rules on smashing an Stealth and Detection in Hills and Mountains
object). A successful DC 15 Athletics check is enough to climb As a guideline, the maximum distance in mountain terrain at
most trees. which a creature can succeed at a Perception check to detect
Undergrowth the presence of others is 4d10×10 feet. In hill terrain, the
maximum distance is 2d10×10 feet. It’s easier to hear distant
Fungal blooms, vines, roots, and short bushes cover much of sounds in the mountains. The DCs of Perception checks that
the ground in a forest. Undergrowth counts as difficult terrain rely on sound increase by 1 per 20 feet between listener and
(see page 257), provides concealment (20% miss chance), and source, not 1 per 10 feet.
increases the DCs of Acrobatics and Stealth checks by 2. Squares Marsh Terrain
with undergrowth are often clustered together. Undergrowth
and trees aren’t mutually exclusive; it’s common for a 5-foot Two categories of marsh exist: relatively dry moors and watery
square to have both a tree and undergrowth. swamps. Both are often bordered by lakes (see page 396), which
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are effectively a third category of terrain found in marshes. WEATHER
The most common rules sections to reference for marshes
and swamps are Suffocation and Drowning (see page 404), Weather can play an important role in an adventure. The
Underwater Combat (see page 405), and Weather (see below). following section describes weather common on most habitable
worlds. Additional rules for cold and heat dangers can be found
Bogs in Environmental Rules starting on page 400.
If a square is part of a shallow bog, it has deep mud or standing Rain and Snow
water of about 1 foot in depth. It counts as difficult terrain,
and the DCs of Acrobatics checks attempted in such a square Bad weather frequently slows or halts travel and makes it
increase by 2. virtually impossible to navigate from one spot to another.
Torrential downpours and blizzards obscure vision as effectively
A square that is part of a deep bog has roughly 4 feet of as dense fog. Most precipitation is rain, but in cold conditions
standing water. It counts as difficult terrain, and Medium or it can manifest as snow, sleet, or hail. If the temperature drops
larger creatures must spend 4 squares of movement to move from above freezing to 32° F or below, it might produce ice.
into a square with a deep bog, or characters can swim if they
wish. Small or smaller creatures must swim to move through a Rain
deep bog. Tumbling is impossible in a deep bog.
Rain reduces visibility ranges by half, resulting in a –4 penalty
The water in a deep bog provides cover for Medium or larger to Perception checks. It has the same effect on flames and
creatures. Smaller creatures gain improved cover. Medium Perception checks as severe wind (see below).
or larger creatures can crouch as a move action to gain this
improved cover. A creature with this improved cover takes a Snow
–10 penalty to attacks against creatures that aren’t underwater.
Falling snow has the same effects on visibility and skill checks
Deep bog squares are usually clustered together and as rain. Snow-covered squares count as difficult terrain. A day of
surrounded by an irregular ring of shallow bog squares. snowfall leaves 1d6 inches of snow on the ground.
Stealth and Detection in a Marsh Heavy Snow
In a moor, the maximum distance at which a creature can Heavy snow has the same effects as normal snowfall but
succeed at a Perception check to detect the presence of others also restricts visibility as fog does (see Fog below). A day of
is 6d6×10 feet. In a swamp, this distance is 2d8×10 feet. heavy snow leaves 1d4 feet of snow on the ground. Snow at
16651215 Vegetation and deep bogs provide plentiful concealment (20% this depth counts as difficult terrain, and it costs 4 squares of
miss chance), so it is possible to use Stealth to hide in a marsh. movement to enter a square covered with heavy snow. Heavy
Urban Terrain snow accompanied by strong or severe winds might result in
snowdrifts 1d4×5 feet deep, especially in and around objects
Urban terrain can be found in most settlements where the big enough to deflect the wind—a reinforced wall or a large
people have greatly exerted their influence over the surrounding force field, for instance. There’s a 10% chance that a heavy
environment, constructing buildings where they can live and snowfall is accompanied by lightning (see Thunderstorm on
work in comfort and laying well-defined roads, usually paved. page 399).
This type of terrain can occur in just about any biome, and it Other Precipitation
often supersedes the environmental effects of that biome.
Urban terrain can include space stations, and it is often replete There are other forms of precipitation, such as freezing rain,
with technology. The most common rules sections to reference hail, and sleet. These generally function as rain when falling, but
when using urban terrain are Settlements (see page 405), at the GM’s discretion, they may also have effects on movement
Structures (see page 406), and Vehicles (see page 228), as well similar to snow once they accumulate on the ground.
as Breaking Objects (see page 409) and sometimes Radiation Storms
(see page 403).
Stealth and Detection in Urban Terrain The combined effects of precipitation (or dust) and wind that
accompany storms reduce visibility ranges by three-quarters,
In a settlement with wide, open streets, the maximum distance imposing a –8 penalty to Perception checks. Storms make
at which a creature can succeed at a Perception check to detect aiming with ranged weapons difficult, imposing a –2 penalty to
the presence of others is 2d6×10 feet. In a settlement where attack rolls, and archaic ranged weapons can’t be fired at all.
the buildings are more crowded, standing close together, this Storms automatically extinguish unprotected flames. Storms
distance is 1d6×10 feet. The presence of crowds might reduce commonly appear in three types: dust, snow, or thunder.
this distance. Dust Storm
Thanks to twisting side streets and vehicles that can provide
cover, it’s usually easy for a creature to use Stealth to hide in These desert storms differ from other storms in that they
a settlement. In addition, settlements are often noisy, making have no precipitation. Instead, a dust storm blows fine grains
Perception checks that rely on sound more difficult; this of sand that obscure vision, smother unprotected flames, and
increases the DC of any such checks by 2 per 10 feet. can even choke protected flames (50% chance). Most dust
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