Crimson Confession: Touching the marked object or area 4th -Level Witch Spells
turns one's skin red. Adjustable Polymorph: As alter self, but you can change
Euphoric CloudM: Fog obscures vision and fascinates the shape as a swift action.
living creatures. Aggressive Thundercloud, Greater: Flying storm cloud
Extreme Flexibility: Gain a bonus to AC, on Escape Artist deals 6d6 electricity damage.
checks, and when grappling. Anti-Incorporeal Shell: Incorporeal creatures stay io ft.
Investigative Mind: Roll twice and take the higher roll away from you.
when using certain mental skills. Curse ofBurning Sleep: Creature catches fire the next
Life Pact: Affected creatures automatically donate hp to time it sleeps for an hour.
stabilize fallen ally. Enchantment Foil: Trick opponents who try to cast
Mirror Hideaway: As many as eight creatures hide in an enchantments on you.
extradimensional space. Mirror Transport: Mirror becomes a multiple-use
Molten Orb: Molten metal splash weapon deals 2d6 fire dimension door.
damage plus ongoing damage. Persistent Vigor: Gain fast healing 2, immunity to bleed,
River Whip: Create a whip ofwater that you wield as a and faster recovery from diseases and poisons.
weapon. Speak with Haunt: Haunt answers one question/2 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell
Silent Table: Give yourselfprivacy by muffling sound
leaving the area. or spell slot.
Symbol ofLaughterM: Triggered rune makes nearby
Stone Discus: Flying discus deals bludgeoning or
slashing damage. creatures lose actions for i round/level.
Triggered Suggestion: As SU!J!Jestion, but triggered only
Stricken Heart: Touch attack deals 3d6 damage and
staggers target. and target doesn't remember the suggestion.
Unbearable Brightness: Your glowing body dazzles or
Twilight Haze: Illusory fog obscures vision.
Whip ofSpiders: Create a whip made ofpoisonous spiders. blinds others.
Wall ofBlindness/Deafness: Creatures that pass through
3rd -Level Witch Spells
Adjustable Disguise: As dis!Juise self, but you can change a translucent wall are blinded or deafened.
the disguise as a swift action. sth -Level Witch Spells
Air Geyser: Blast ofair deals 2d6 bludgeoning damage Feast on Fear: Targets are panicked, and you gain
and knocks opponent upward. temporary hit points.
Anchored Step: Vines beneath your feet stabilize you but Hex Glyph, GreaterM: Inscription casts your hex or major
slow you down. hex on those who pass it.
Aura Sight: Alignment auras become visible to you. Whip ofCentipedes: Create a whip made ofpoisonous
Barrow Haze: Fog obscures the vision ofothers and
centipedes.
extends the range ofyour hexes.
Disable Construct: Touch attack makes a construct 6th -Level Witch Spells
Banshee Blast: Cone deals id4 per level and panics
helpless for i round/level.
Heart ofthe MetalM: Enable weapons to overcome DR like creatures.
Spellcrash: Target loses a 5th-level prepared spell or
adamantine, cold iron, or silver.
Hex GlyphM: Inscription casts your hex on those who spell slot.
Whip ofAnts: Create a whip made ofarmy ants.
pass it.
Mindlocked Messenger: Target gains a message that can ]th -Level Witch Spells
Dimensional Bounce: Teleport multiple times between
be given only to its intended recipient.
Nauseating Trail: Creature leaves a trail ofstinkinIJ two designated locations.
Fairy Ring Retreat: Toadstool circle leads to an
cloud squares.
Pierce Disguise: See through low-level magical disguises. extradimensional meadow.
Polymorph Familiar: Give your familiar the shape of Familiar Double: As project ima!Je, but the image follows
another animal. your familiar.
Silver Darts: Cone ofsilver darts deals id6 piercing
8th -Level Witch Spells
damage/level, more against unarmored targets. Spellcrash, Greater: Target loses a 7th-level prepared
Thorny Entanglement: As entannle, plus plants make
spell or spell slot.
ranged attacks.
Unliving Rage: As raIJe, except affecting only undead.
ADHESIVE BLOOD gender, then a halfling thief, and so on. You can change the
disguise a number of times equal to your caster level.
School transmutation; Level a lchemist 2, b loodrager 2,
sorcerer/wizard 2, witch 2 A D USTABLE POLYMORPH
Casting Time 1 standard action School transmutation (polymorph); Level alchemist 4,
Components V, S bard 4, magus 4, shaman 4, sorcerer/wizard 4,
Range personal summoner 4, witch 4
Target you
Duration 1 minute/level Casting Time 1 standard action
Saving Throw Reflex negates (see text); Spell Resistance no Components V, S, M (a small piece of doppelganger flesh)
Your blood thickens to becomes a glue-like substance upon Range personal
contact with air. A piercing or slashing wea pon that deals hit Target you
point damage to you is stuck fast unless the wielder succeeds Duration 1 minute/level (D)
at a Reflex save. A creature can pry off a stuck wea pon on This spell functions as alter self, except you can as a swift
its turn as a standard action with a successful Strength check action a lter the disg u ise (within the l im itations of alter self).
against the spell's DC. Strong alcohol or universal solvent For example, you could transform yourself into a halfli ng,
dissolves the ad hesive. The glue breaks down 5 rounds after then a lizardfolk, then an elf, and so on. You can change you r
you die, or when the duration ends. This glue has no effect form a number of times equal to your caster level.
while underwater or in environments that lack air.
AGGRESSIVE THUNDERCLOUD
ADHESIVE SPITTLE
School evocation [electricity]; Level druid 2, magus 2,
School conj u ration (creation); Level alchem ist 1, sorcerer/ sorcerer/wizard 2, witch 2
wizard 1, witch 1
Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M/DF (a piece of a tree struck by
Components V, S
Range 1 5 ft. lightning)
Target one creature Range medium (100 ft. + 1 0 ft/level)
Duration 1 rou n d/level or until d ischarged (see text) Effect 5-ft.-diameter sphere
Saving Throw Reflex partial; Spell Resistance no Duration 1 rou n d/level
Once during this spell's duration, you can spit a viscous Saving Throw Reflex negates; Spell Resistance yes
liquid as a sta ndard action. This liquid functions as a A crackling, spherical storm cloud flies in whichever
tang lefoot bag, except you do not have to make a successful direction you point and deals electricity damage to
attack roll to hit your target. The DCs to counteract this those it strikes. It has a fly speed of 20 feet with perfect
adhesive (to avoid being stuck to the floor, to fly, to break maneuverability. If it enters a space that contains a
the adhesive, or to cast a spell) use the spell's DC rather creature, the storm stops moving for the round and deals
than a tanglefoot bag's normal DCs. The adhesive persists 3d6 points of electricity damage to that creature, though
for 2d4 rounds after you spit it. a successful Reflex save negates that damage. It provides
concea l ment (20% miss chance) to anyth ing within
AD USTABLE DISGUISE it, and its flickering light illuminates the same area a
candle would.
School ill usion (glamer); Level a lchemist 3, antipaladin 3,
bard 3, i nquisitor 3, sorcerer/wizard 3, witch 3 T h e sphere moves as l o n g as y o u actively d i rect it (as a
move action for you); otherwise, it stays at rest and crackles
Casting Time 1 standard action with lightning. It can be moved by wind effects and counts
Components V, S as a Small creature for the purpose of determining how
Range personal winds affect it. The sphere has no physical substance a n d
Target you cannot exert any force on corporeal creatures or objects. It
Duration 10 minutes/level (D) disperses if it exceeds t h e spell's range.
This spell functions as disguise self, except as a swift action
you can a lter the d isguise (within the l i m itations of disguise AGGRESSIVE T H U N DERCLO U D GREATER
self). For example, you could make yourself look like a young
human city guard, then an old elven wizard of the opposite School evocation [electricity, sonic]; Level druid 4, magus 4,
sorcerer/wizard 4, witch 4
Saving Throw Reflex negates and Fortitude negates (see
text); Spell Resistance yes
This spell fu nctions as aggressive thundercloud, except
it deals 6d6 points of electricity damage to any creature
it strikes. The first creature damaged by the cloud is also Duration 1 minute/level
stunned for 1 round (Fortitude negates); this is a sonic effect. Saving Throw Will negates (harmless, object); Spell
AIR GEYSER Resistance yes (harmless, object)
This spell fu nctions as align weapon, except you divide the
School evocation [air], Level b loodrager 3, druid 3, duration in 1 -min ute increments between any number of
magus 3, shaman 4, sorcerer/wizard 3, witch 3 touched wea pons. Every group of up to 50 projectiles (which
must be together at the time of casting) counts as one
Casting Time 1 standard action weapon for the pu rpose of dividing the spell's duration.
Components V, S
Range close (25 ft. + 5 ft./2 levels) ALTER MUSICAL INSTRUMENT
Target one creature or object up to Large size
Duration instantaneous School i l l usion (figment); Level bard 1 , sorcerer/wizard 1,
Saving Throw Reflex partial (see text); Spell Resistance yes witch 1
You create a powerful blast of air capable of flinging an
opponent upward. If the target fails its Reflex save, the force Casting Time 1 standard action
of the air deals 2d6 points of bludgeoning damage and hurls Components V, S, F (a n instru ment)
the target upward a number of feet equal to 5 x your caster Range close (25 ft. + 5 ft./2 levels)
level. If a solid object (such as a ceiling) is encountered, the Target one m usical instrument
target strikes the object in the same manner as it would Duration 1 h o u r/level (D)
during a normal fall. After this blast of air ceases, the target Saving Throw Fortitude negates (object); Spell Resistance
falls down (un less it was flying), taking falling damage
as normal. A successful save means the target takes half yes (object)
damage from the air blast but is not moved by it. You alter an instrument so it sounds l i ke a different kind
of instrument you are familiar with. The change could be
AIR STEP minor (such as making a l ute sound like a gu itar) or major
(ma king a keyboard sound l i ke drums). All other aspects of
School transmutation [air]; Level alchem ist 2, bard 2, the instrument-such as volume, pitch, and how it is playedÂ
cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2 are unchanged. For example, a piccolo made to sound like an
organ is no louder than a normal piccolo, can produce only
Casting Time 1 standard action high notes in the piccolo range, and is a wind instrument.
Components V, S, M (a goose feather)
Range personal ANCHORED STEP
Target you
Duration 1 minute/level School transmutation; Level alchem ist 3, druid 3, shaman 3,
This spell fu nctions as air walk, except you can rise no higher sorcerer/wizard 3, witch 3
than 1 foot off the ground, you cannot pass over liquid, and
the air you wal k on is less stable than solid ground. When Casting Time 1 standard action
walking on air, you ignore difficult terrain that is less than Components V, S, M (a bit of oak root)
1 foot high, you do not trigger effects based on weight Range personal
(such as a pressure plate), and any creature tryi ng to track Target you
you through areas you crossed with this spell takes a -1 0 Duration 10 minutes/level (D)
penalty on its Perception or Surviva l check to do so. However, Powerful tendrils grow out of the bottom of your feet or
because of the instability of the air you walk on, your speed footwear, partia lly anchoring you to the ground and making
is reduced by 10 feet (to a minimum of 5 feet) and you take a it more difficult for others to move you against your will.
-4 penalty on Acrobatics, Climb, and Ride checks. These tendrils dig into any su rface, but leave no trace of you r
passing. You g a i n a +1 0 bonus t o you r C M D against b u l l rush,
If you have 1 rank in Fly, your speed is not reduced when overrun, pull, push, reposition, and trip combat maneuvers,
using this spell, and you can cross over liquid at half speed. as well as any other effect that would move you from you r
If you have 5 ranks in Fly, you can cross liquid at full speed current position (such as being swallowed whole) or knock
and do not take the penalties to your skill checks. you prone. The tendrils slow your movement, however; your
speed is red uced by 10 feet (to a minimum of 5 feet). This
ALIGN WEAPON COMMUNAL spell has no effect if you are moving without touching the
ground (cl im bing, flying, swi mmi ng, and so on).
School transmutation [see text]; Level cleric 3, inquisitor 3
Casting Time 1 standard action ANIMAL PURPOSE TRAINING
Components V, S, D F
Range touch School enchantment (compulsion) [mind-affecting]; Level
Target weapons or projectiles touched antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1,
ranger 1, shaman 2, witch 1