The rulers of Azlant are thought to have used this spell to amplify the mythic power of themselves and their most gifted lieutenants. You amplify the mythic power of the target creatures, bolstering them with healing energy each time they draw upon their mythic abilities. When a
The rulers of Azlant are thought to have used this spell to amplify the mythic power of themselves and their most gifted lieutenants. You amplify the mythic power of the target creatures, bolstering them with healing energy each time they draw upon their mythic abilities. When a
The affected creatures immediately—though temporarily—stop drowning and cannot suffocate or drown while this spell is in effect. A target that had been reduced to below 1 hit point from drowning immediately returns to 1 hit point. The magic of this spell allows the targets to
The affected creatures immediately—though temporarily—stop drowning and cannot suffocate or drown while this spell is in effect. A target that had been reduced to below 1 hit point from drowning immediately returns to 1 hit point. The magic of this spell allows the targets to
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition's effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened,
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition's effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened,
You instantly transport yourself and touched allies onto the nearest sky-facing surface directly above you. The destination surface may be solid ground or the surface of a body of water (or other liquid), depending on your position. If reaching the surface would require crossing
You instantly transport yourself and touched allies onto the nearest sky-facing surface directly above you. The destination surface may be solid ground or the surface of a body of water (or other liquid), depending on your position. If reaching the surface would require crossing
This spell protects you (but not your gear) from a natural occurrence or condition (not against a spell or the action of a creature) that would kill you. You must specify the condition, and the spell is effective only against that condition. If you are subjected to that condition during
This spell protects you (but not your gear) from a natural occurrence or condition (not against a spell or the action of a creature) that would kill you. You must specify the condition, and the spell is effective only against that condition. If you are subjected to that condition during
You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear's wearer treats any Acrobatics skill check to balance as though the wearer had rolled a 20.
You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear's wearer treats any Acrobatics skill check to balance as though the wearer had rolled a 20.
You gain temporary insight into your enemies' magical defenses. When you next cast a spell before the end of the next round, treat your caster level as 5 higher than normal for the purpose of overcoming spell resistance. This bonus doesn't increase any other effects that depend on
You gain temporary insight into your enemies' magical defenses. When you next cast a spell before the end of the next round, treat your caster level as 5 higher than normal for the purpose of overcoming spell resistance. This bonus doesn't increase any other effects that depend on
You infuse arcane power into the focus ioun stone, which must be currently floating around your head. If the ioun stone ever ceases floating around you, the spell ends immediately, and the spell fails if the ioun stone in question is cracked, burned, flawed, or otherwise of
You infuse arcane power into the focus ioun stone, which must be currently floating around your head. If the ioun stone ever ceases floating around you, the spell ends immediately, and the spell fails if the ioun stone in question is cracked, burned, flawed, or otherwise of
Nexian wizards first created this spell while researching the nature of the Mana Wastes, hoping to create small zones within the magic-starved region where their own spells could still function reliably. The best the Nexians could manage was this spell-a method to temporarily
Nexian wizards first created this spell while researching the nature of the Mana Wastes, hoping to create small zones within the magic-starved region where their own spells could still function reliably. The best the Nexians could manage was this spell-a method to temporarily
You bolster the subject's sense of willpower and self-worth when you cast this spell. As you cast it, you must decide if you want to grant a bonus to saving throws against charms and compulsions or suppress charms and compulsions. If you grant a bonus to saving
You bolster the subject's sense of willpower and self-worth when you cast this spell. As you cast it, you must decide if you want to grant a bonus to saving throws against charms and compulsions or suppress charms and compulsions. If you grant a bonus to saving
A touched creature becomes invisible (as/invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell). If an action the target creature takes causes the invisible creature to become visible but does not end the sunstalker spell's duration, the creature
A touched creature becomes invisible (as/invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell). If an action the target creature takes causes the invisible creature to become visible but does not end the sunstalker spell's duration, the creature
You channel power into a melee weapon. If the weapon's wielder destroys an item with a successful sunder combat maneuver, she can release the extra power in the weapon, shattering the sundered item into jagged shards that deal 1d6 points of piercing and slashing damage to the
You channel power into a melee weapon. If the weapon's wielder destroys an item with a successful sunder combat maneuver, she can release the extra power in the weapon, shattering the sundered item into jagged shards that deal 1d6 points of piercing and slashing damage to the
This spell functions like black tentacles, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to release its grappled target and direct it to
This spell functions like black tentacles, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to release its grappled target and direct it to
You place an invisible ward upon the target. The next time a creature succeeds at a sunder combat maneuver against the target, the attacker's weapon takes 1d6 points of damage/caster level (maximum 10d6). If the attacker used a natural weapon for the sunder, the attacker takes half
You place an invisible ward upon the target. The next time a creature succeeds at a sunder combat maneuver against the target, the attacker's weapon takes 1d6 points of damage/caster level (maximum 10d6). If the attacker used a natural weapon for the sunder, the attacker takes half
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam/3 caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam/3 caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each
This spell functions like sun's disdain, except that it can affect multiple creatures.
This spell functions like sun's disdain, except that it can affect multiple creatures.
You alter a creature so the touch of the sun is hostile to it. The cursed creature gains light blindness and is blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. The cursed creature is dazzled as long as it remains in areas of bright light, and
You alter a creature so the touch of the sun is hostile to it. The cursed creature gains light blindness and is blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. The cursed creature is dazzled as long as it remains in areas of bright light, and
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This
You exploit the invisible, mystic connection between the target creature and its summoner to harm that summoner. Whenever the target's summoned creature is the target of a spell that deals damage, the target's summoner is also considered to be a target of that spell. Such a
You exploit the invisible, mystic connection between the target creature and its summoner to harm that summoner. Whenever the target's summoned creature is the target of a spell that deals damage, the target's summoner is also considered to be a target of that spell. Such a
This spell functions like summon monster, except that it summons a single vanth psychopomp. Vanth psychopomps are detailed on page 221 of Pathfinder RPG Bestiary 4.
This spell functions like summon monster, except that it summons a single vanth psychopomp. Vanth psychopomps are detailed on page 221 of Pathfinder RPG Bestiary 4.
The Shoanti revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home. Shoanti spellcasters have learned ways to call upon the might of their quahs' totem creatures in times of need. A character must have been
The Shoanti revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home. Shoanti spellcasters have learned ways to call upon the might of their quahs' totem creatures in times of need. A character must have been
This spell functions like summon monster, except it summons a single thanadaemon. You can only use this spell in an area with enough open water to accommodate the daemon's skiff, or when on the Astral Plane or Ethereal Plane.
This spell functions like summon monster, except it summons a single thanadaemon. You can only use this spell in an area with enough open water to accommodate the daemon's skiff, or when on the Astral Plane or Ethereal Plane.
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as
You conjure a herd of aurochs or similar herd animal that immediately stampedes in the direction you indicate. The herd takes up a 20-foot-radius space and moves at a rate of 120 feet/round in a straight line. Any creatures caught in the herd's path take 4d6+9 points of damage that
You conjure a herd of aurochs or similar herd animal that immediately stampedes in the direction you indicate. The herd takes up a 20-foot-radius space and moves at a rate of 120 feet/round in a straight line. Any creatures caught in the herd's path take 4d6+9 points of damage that