New Spell Descriptions

Advanced Scurvy
School necromancy [disease, evil]; Level cleric 1, druid 1 (Besmara)
Casting Time 1 standard action
Components V, S
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude negates; Spell
Resistance: yes
The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from
bone pain (– 1 penalty on Strengthand Dexterity-based checks), wounds easily (add + 1 point of damage to any bleed effects affecting the target), experiences loose teeth, and is slow to heal (natural healing occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition, eating the right foods ends the fatigue and bone pain within 1 – 2 days and provides a full cure 2d6 days after that.

Animate Glyphs
School transmutation; Level sorcerer/wizard 7
CastingTime 1 standard action
Components V, S
Range touch
Target one Small glyph/caster level
Duration 1 hour/level or until expended (see text) (D)
Saving Throw none; Spell Resistance yes
You may trace a number of glyphs equal to your level, each
corresponding in size to a Small object. As you increase in
levels, you may inscribe larger glyphs as follows: a Medium
glyph counts as two Small glyphs, a Large glyph as four, and a
Huge glyph as eight.
Once the glyph or glyphs are complete, they remain
immaterial and adjacent to you, floating silently until activated
as a move action. When so activated, they spring to life as
animated objects (see Pathfinder Bestiary) appropriate to the size
of the glyph or glyphs traced. These animated glyphs remain for
1 round/level or until destroyed.
Glyphs created by this spell have hp equal to half that of an
animated object of their size category, and the animated glyphs
have a touch attack that deals acid, cold, fire, electricity, or
sonic damage (caster’s choice at time of casting). The damage
depends on the size of glyph; Small glyphs deal 2d8 damage,
and each successively larger glyph deals 1d8 more damage. Spell
resistance applies to this damage.

Animate Water
School transmutation; Level druid 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target a body of water equal in volume to a Small creature/
caster level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You imbue a certain amount of water with cohesiveness,
giving it a humanoid shape and a semblance of life. The volume
of water determines the size of the creature you create. You
can animate an amount of water equal to the size and mass of
a Small or smaller creature. You can animate a larger amount
of water based on the following: a Medium creation counts as
two Small or smaller creatures, a Large creation as four, a Huge
creation as eight, a Gargantuan creation as 16, and a Colossal
creation as 32. You can change the size and number of the
creations as a move action, as if directing an active spell.
The creations have the statistics of animated objects as
described in the Pathfinder Bestiary with the following difference:
instead of hardness the animated water has DR 10/magic and
takes half damage from piercing and slashing weapons.
This spell cannot affect any liquids carried by a creature.
Animate water can be made permanent with a permanency spell.

Aspect of the Dolphin
School transmutation; Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
Saving Throw yes (harmless); Spell Resistance yes
You imbue yourself with the speed and hydrodynamics of a
dolphin. You gain a swim speed equal to your land speed (including
the +8 bonus to Swim checks granted to all creatures with a swim
speed). You can choose to take 10 on a Swim check even if you
are endangered or distracted. This spell grants no ability to breathe
water but doubles the duration you can hold your breath.

Barnacle Armor
School conjuration; Level druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a small barnacle shell)
Range touch
Target creature touched
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject creature grows a colony of encrusting barnacles
that provide protection from cuts and slashes. The subject gains
DR 5/bludgeoning. You ignore the first 5 damage each time
you take damage from a weapon although bludgeoning weapons
bypass the reduction. Once the spell has prevented a total of 5
damage/caster level (maximum 50 points), it is discharged and
the encrustation crumbles off.
In addition, the sharp barnacles allow you to deal an extra 1d6
piercing damage on a successful grapple attack. You can also make
a regular melee attack (or off-hand attack) with the barnacles, and
they count as a light simple weapon in this case, although you can’t
also make an attack with them if you have already made an attack
with another off-hand weapon, and vice versa.
The barnacles provide a +5 to Escape Artist checks to escape
soft bonds that can be cut, such as ropes.

Bewilder
School enchantment (Compulsion) [mind–affecting]; Level bard 1,
sorcerer/wizard 2, unspeakable 2
Components V
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance: yes
The target of this spell becomes shaken for 1 round and must delay
until the end of the round before it may act.

Bulwark of Blades
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (one dagger)
Range personal
Target you
Duration 1 round/level
Saving Throw none; Spell Resistance no
You hold up a single dagger sized for you; it vanishes and
is replaced by 1 dagger/caster level that orbit your body,
remaining within your space but in no way impeding your
actions. Each of these magically created daggers is composed
of the same material as the original and of the same quality
(although all other features such as magical enhancements or
poison coatings are lost).
Any person provoking an attack of opportunity from you
will also suffer a single attack from one of these daggers.
The daggers strike with a BAB equal to your caster level, and
they are treated as if you had Strength and Dexterity scores
equal to your primary spellcasting attribute (Intelligence for
a wizard, Charisma for a sorcerer). No more than one dagger
will retaliate against any one action that provokes an attack
of opportunity from you, but several of them can make these
attacks in a single round, and a single creature may provoke
multiple attacks of opportunity if it takes multiple actions that
provoke them.
As a move-equivalent action, you can order any one
of these daggers to strike at a single target within melee
range, or even to hurl itself at a foe at range. Daggers that
are hurled at a distant foe vanish at the end of that round,
whether a hit or miss, but those that do not leave your
personal space remain available to retaliate against those who
impose upon your personal space for the full duration.

Calm the Waves
School transmutation; Level cleric 6, druid 6, sor/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (a fish scale)
Range long (400 ft. + 40 ft./level)
Area 20 ft./level radius sphere
Duration 30 min./level
Saving Throw none; Spell Resistance no
This spell reduces the size and strength of waves in a body
of water, making it easier to swim or sail through the affected
area. Stormy or rough water conditions, including tides and
undertows, whether above the surface or below, immediately
become calm for the duration of the spell, requiring DC 10
Swim checks to move through.

Cloud Shape
School transmutation; Level druid 2
Components V, S
Casting Time 1 round
Range 1 mile/level
Target one cloud
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no
You alter the appearance of a single cloud (or any other natural cloud
or plume of non-magical gas, smoke, or mist) to take on any shape you
desire. Generally, the affected cloud is visible from anywhere below
it in a 5-mile radius (more or less depending on other conditions at
the GM’s discretions).
Cloud shape does not grant viewers any ability to understand written
messages in the clouds if they don’t know the language. Any attempt
at cloud portraiture requires a DC 10 Craft (art) check to determine
the accuracy of the portrayal.
Once the spell’s duration expires, the cloud slowly (or rapidly) loses its
shape over a period of 1d6 minutes. As the cloud unravels, witnesses
can still determine the cloud’s message or appearance by succeeding
on a Wisdom check (DC 5 + 5 per minute that passes after the end
of the spell).
While under the effects of this spell, the cloud is resistant to any nonmagical
winds, holding its shape even in a gale. However, magical winds
of strong or stronger force disperse the target cloud immediately.

Cloud of Seasickness
School conjuration (creation) [poison]
Level cleric 2, druid 2, sorcerer/wizard 2 (Besmara)
Casting Time 1 standard action
Components V, S, M (a piece of seaweed)
Range close (25 ft. + 5 ft./2 levels)
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates, see text,
Spell Resistance: no
This spell functions like stinking cloud, except as noted above and that the vapors make creatures sickened instead of nauseated. Cloud of seasickness can be made permanent with a
permanency spell (requiring a 9th-level caster and costing 2,500 gp). A permanent cloud of seasickness dispersed by wind reforms in 10 minutes.

Crushing Depths
School evocation; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude half, see text; Spell Resistance yes
With a grand gesture, you send a rippling wave of crushing
pressure toward your enemies. This creates a line that deals
1d6 bludgeoning damage/level to anyone in the area (max
20d6). If cast above ground, any creature that fails the
Fortitude save must also make a Reflex save to avoid being
knocked down. If cast underwater, any creature that fails the
Fortitude save must also make an additional Fortitude save or
become fatigued.

Defending Glyph
School abjuration; Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level or until discharged
Saving Throw none; Spell Resistance no
You trace a glowing, animated glyph in the air before you
that hovers near your body and intercedes against physical
attacks. This esoteric symbol grants you damage reduction 5/
piercing. Once the glyph has prevented a total of 5 damage/
caster level (maximum 50 points), it fades away and the spell
is discharged.

Defy Depth
School transmutation; Level cleric 2, druid 2, sor/wiz 2
Casting Time 1 standard action
Components V, S, M (a preserved and atrophied male angler fish)
Range touch
Target one creature/2 levels
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
This spell grants protection from the crushing pressure
and cold temperatures of the deep ocean. Targets and their
equipment are immune to the cold environment of the deep seas
and from all depth pressure damage.

Dispelling Glyph
School abjuration; Level sorcerer/wizard 4
Casting Time 1 full round action
Components S, M
Range personal
Effect one or more dispelling glyphs
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
You call forth a writhing, inky glyph of dark force for every 4
caster levels you possess. These slithering inscriptions orbit your
person to intercept hostile magics. Each glyph counters a single
spell, treated as a targeted dispel magic at your caster level.
No more than one glyph can trigger in a single round, and a
glyph that attempts to counter a spell is expended whether
it succeeds or fails on the dispel check. At 14th level, the
glyphs are treated as greater dispel magic for the purposes of
countering spells.

Dive
School transmutation; Level druid 4, sorcerer/wizard 4
Components V, S, M/DF (tiny bronze bell)
Casting Time 1 standard action
Range touch
Target living creature touched
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Dive grants the recipient the ability to withstand the environmental
perils of the murky depths. The recipient of this spell gains the ability
to breathe underwater, a +8 enhancement bonus on Swim checks,
and darkvision out to a range of 30 feet for the duration of the
spell. In addition, while affected, the recipient can move and attack
normally with melee weapons while underwater, even with slashing
and bludgeoning weapons.
Dive does not make creatures unable to breathe air.

Elemental Glyphs
School evocation [see text]; Level sorcerer/wizard 2
Casting Time 1 full round action
Components S, M (phosphorescent inks worth 30 gp), F
(copper plaque)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more elemental glyphs
Duration 1 round/caster level
Saving Throw none; Spell Resistance yes
You call forth a brightly glowing glyph of white energy, plus
one additional glyph for every 4 levels beyond 3rd. The glyphs
orbit your body in a dazzling display for 1 round/level. As a
standard action 1/round, you can send a single glyph streaking
forth as a ranged touch attack to target a foe within range,
dealing 3d6 damage of either acid, cold, electricity, fire, or
sonic damage, chosen as you unleash the glyph. Once either all
of the glyphs are expelled in this manner, or the duration ends,
the spell is ended.
The material component for this spell is a copper plaque
focus etched with acidic, phosphorescent inks, which rise to
become the swirling glyphs of power. These special inks cost a
total of 30 gp/casting.

Fast Escape
School transmutation; Level bard 3
Components V
Casting Time 1 immediate action
Range personal
Target you
Duration 1 round
You gain a +30 competence bonus on Escape Artist checks.

Flash/Bang
School illusion (figment); Level bard 1, sorcerer/wizard 1
Components V
Casting Time 1 swift action
Range 10 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw none; Spell Resistance no
Flash/bang creates a cone of thick smoke that grants you total
concealment from creatures in the area. The smoke dissipates at the
start of your next turn.

Force Armor
School evocation [force]; Level sorcerer/wizard 1
Components V
Casting Time 1 immediate action
Range personal
Target you
Duration 1 round
Force armor grants you a +8 armor bonus to armor class for 1 round.
Since this is a force effect, the armor bonus applies to attacks made
by ethereal or incorporeal creatures.

Freeze
School transmutation; Level bard 2, cleric 2, sor/wiz 3
Casting Time 1 standard action
Components V, S, M (a piece of beach glass), DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
A blast of cold air billows around your target, causing water
or moisture to solidify around it and freeze it in place. It is
aware and breathes normally but cannot take any actions, even
speech. Each round on its turn, the subject may attempt a new
saving throw to end the effect as a full-round action that does
not provoke attacks of opportunity.
The subject may also substitute an Escape Artist check with
a DC equal to the spell’s save DC + 5 to break free of its icy
sheath. A frozen winged creature cannot flap its wings and
falls. A swimmer cannot swim and may drown. A subject that
successfully escapes still loses its next move action.

Full Lung
School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
You grant one touched creature the ability to hold its breath
longer than normal. The spell’s recipient instantly resets
the duration it can hold its breath underwater and gains an
additional number of rounds equal to your Intelligence modifier
(minimum 1). The subject also gains +4 bonus to Constitution
checks to avoid drowning.

Horrors of the Deep
School necromancy [fear; mind-affecting]; level bard 3,
sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Target one intelligent creature
Duration 1 round/level (see below)
Saving Throw Will partial; Spell Resistance yes
The horrors of the deep physically engulf your target, coating
it in grim, slithering, twitching fluid and subjecting it to the
horrible despair of a drowned man. This inflicts 1d6 nonlethal
damage/round on a failed save.
A successful Will save negates the damage for that round but
does not end the effect. Instead, each successful save escalates
the fear effect, forcing it to end sooner but potentially causing
more damage. If a target saves against this spell once, reduce
the remaining duration by half and increase the nonlethal
damage/round to 2d6. If the target successfully saves a
second time, reduce the duration again by half and increase
the nonlethal damage/round to 4d6. Three successful saves
completely resists the spell.

Ink Cloud
School conjuration [creation]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components S, M (squid or octopus head)
Range 20 ft.
Effect Ink spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level
Saving Throw none; Spell Resistance no
A cloud of ink billows outward from you. The ink
obscures all sight, including darkvision, beyond 5 ft. A
creature within 5 ft. has concealment. Creatures farther
away have total concealment. A moderate current (11+
mph) disperses the ink in 4 rounds; a strong current (21+
mph) disperses the ink in 1 round. This spell only functions
underwater or in other liquid.

Ioun Storm
School transmutation; Level sorcerer/wizard 3
Casting Time 1 full round action
Components V, S, F (six dull gray ioun stones)
Range touch
Effect one 10-ft. swarm of burnt ioun stones
Duration 1 round/level
Saving Throw none; Spell Resistance no
Using six dull gray ioun stones (25 gp each) as a focus, you
can tap into the dim residual energies of the stones and magnify
them greatly. The stones buzz forth as a deadly bludgeoning
swarm 10 ft. square. The focus stones appear to multiply six
fold, and swarm in a dizzying flurry, striking any creature within
the area with bruising force.
Treat the swarm of ioun stones as a wasp swarm (see
Pathfinder Bestiary) with these exceptions: construct and swarm
traits instead of vermin and swarm traits; all damage is treated
as bludgeoning; and the swarm has no poison ability. The ioun
swarm moves as long as you actively direct it mentally (a move
action); otherwise, it remains stationary.
When the spell ends, the original six dull gray ioun stones
return to orbit the caster’s head (unless the swarm has been
destroyed, in which case they are simply lost), and all of the
temporary duplicates vanish. This spell has no effect on ioun
stones that are not burnt out.

Land Walker
School transmutation; Level cleric 3, druid 3, sor/wiz 3
Casting Time 1 standard action
Components V, S, M/DF (dried fish gills)
Range touch
Target living creatures touched
Duration 2 hours/level (see text)
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
The spell’s recipient can breathe air if it normally can only
breathe underwater. The affected creature also suffers no damage
if it normally takes damage for being out of the water, effectively
gaining the amphibious special quality for the duration of the spell.
Divide the duration evenly among all the creatures you touch. The
spell does not make creatures unable to breathe underwater.

Liquid Form
School transmutation; Level bard 3, druid 3, sor/wiz 3
Casting Time 1 standard action
Components S, M/DF (a mouthful of water and a sieve)
Range touch
Target willing corporeal creature touched
Duration 2 min./level (D)
Saving Throw none; Spell Resistance no
The subject and all its gear become liquid and translucent.
Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and
armor bonuses from force effects still apply. The subject
gains DR 10/magic, takes half damage from falling and
from piercing and slashing weapons, and becomes immune
to sonic damage, sneak attacks, and critical hits. It cannot
attack or cast spells with verbal, somatic, material, or focus
components while in liquid form. It can use certain spells
that it may have prepared using the feats Silent Spell,
Still Spell, and Eschew Materials. The subject also loses
supernatural abilities while in liquid form. If it has a touch
spell ready to use, that spell is discharged harmlessly when
the liquid form spell takes effect.
A liquid creature cannot run, but it can move across
horizontal surfaces at a speed of 10 ft., or 20 ft. on a down
slope. It can enter water and has a swim speed of 10 ft. It can
pass through small holes or narrow openings, even cracks,
with all was wearing or holding in its hands as long as the spell
persists. It cannot manipulate objects or activate items, even
those carried along with its liquid form. Continuously active
items remain active. While underwater in this form, the subject is
invisible. Unlike normal invisibility that displaces water and leaves
a visible, body-shaped “bubble,” the subject blends in perfectly,
and gains total concealment (50% miss chance).

Locate Water
School divination; Level druid 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M/DF (a forked twig or plumb bob)
Range long (400 ft. + 40 ft./level)
Area circle with a radius of 400 ft. + 40 ft./level, centered on you
Duration 1 min./level
Saving Throw none; Spell Resistance no
You sense the direction and distance of a body of water such
as a lake, stream, or ocean even if it is underground or beyond
your sight. This spell cannot be used to sense the presence of
water in a creature’s body or small amounts of water such as
that contained in a flask, cup or barrel. This spell is blocked by
even a thin sheet of lead, but it will pierce illusions.

Mark of Thalassos
School abjuration; Level bard 2, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target one creature/2 caster levels
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
You inscribe the touched creature with a magic rune
recognizable to all sea creatures as the mark of the Drowned
King. This rune’s inherent power grants the spell’s recipient a
+4 bonus on Bluff, Diplomacy, and Intimidate checks made
against creatures with the aquatic subtype. In addition, creatures
with the aquatic subtype take a -2 penalty on attack and damage
rolls against the targeted creature while the spell is in effect.

Nal-Vaskin’s Glyph
School abjuration; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You trace a protective esoteric glyph on your body that damages
creatures that attack you in melee. The glyph grants you a +2
deflection bonus to AC, and any creature hits you in melee takes 1d6
sonic damage +1 damage/caster level (maximum +15) as arcane
feedback. If the attacker has spell resistance, it applies to this effect.

Ocularum
School divination; Level sorcerer/wizard 3
Casting Time 1 minute
Components S, M (ocular fluid from living creature)
Range touch
Effect one scrying symbol
Duration 24 hours
Saving Throw none; Spell Resistance no
You can paint a glyph with the clear fluids extracted from the
eye of any living creature, creating a potent scrying tool. As a
full-round action at any time during the spell’s duration, you can
attune yourself to any such glyph you have created that is within
a range of 1 mile/caster level and see out of that glyph as if you
were physically present at that location, including any enhanced
vision such as darkvision and see invisibility. You cannot use any
sense other than vision through the ocularum.
The glyph is nearly imperceptible and requires a DC 20
Perception check to locate. It has 1 hp, and if the glyph is
destroyed during any round you are actively looking through
it, you are immediately and permanently blinded. While
actively viewing another area through the glyph, you become
unaware of your own surroundings, receiving a -10 penalty to
all Perception checks in your actual location. This spell only
functions on the plane of existence you are currently occupying.

Part Crowd
School enchantment (compulsion) [mind–affecting]; Level sorcerer/
wizard 2
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target 1 crowd or swarm
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A swarm or crowd (see the “City Streets” section in Chapter 13 of the
Pathfinder Roleplaying Game) of creatures parts to make way for your
passage and immediately closes ranks after you pass. While affected
by this spell, a crowd or swarm does not hinder your movement and
swarms deal no damage to you. However, you are still affected by the
swarm’s distraction ability.

Pirate’s Booty
School enchantment (compulsion) [mind-affecting]; Level cleric 7,
sorcerer/wizard 7
Components V, S, M (the head of a sailor with sewn-up eyes and
mouth, which is buried with the chest), F (one treasure chest
and all its contents)
Casting Time 10 minutes
Range 1 mile
Targets 100 HD of living creatures
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This spell is cast in conjunction with the burial of a chest of treasure. A
successful casting of this spell immediately eliminates any recollection
of the burial site as well as the contents of the treasure chest from up
to 100 Hit Dice of living creatures within the spell’s range. You may
also choose to lose your memory of the site, but within a day of casting
the spell, a tattooed map appears on your back. At your option, you
may grant a single creature, which can be you, the ability to decode
the map and thereby gain full memory of the location and the treasure
chest’s contents, even if the target was not present at the time of the
original burial.

Puddle Jump
School conjuration [teleportation]; Level sor/wiz 3
Casting Time 1 standard action
Components V
Range personal
Target you
Duration instantaneous
You move from one body of water directly to another within
medium range (100 ft. + 10 ft./level) and within line of sight,
without passing through the intervening space. Each body of
water must have a surface area large enough to accommodate
the passage of your body. (You cannot move between a glass of
water and a dewdrop, for example.)
After making a puddle jump, you can’t take any actions until your
next turn. You can bring along objects as long as their weight doesn’t
exceed your maximum load. Your familiar is the only creature you
can bring along with you. In an ocean or large lake, the same body
of water can serve as both the origin and destination of the spell.

Ray of Rot
School transmutation; Level cleric 4, druid 3, sorcerer/wizard 4
Components V, S, M/DF (A shipworm or termite encased in
amber)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes
(object)
You must succeed on a ranged touch attack to strike a target. The ray
deals 3d6 points of damage +1 per caster level (maximum +15) to a
wooden creature or object it strikes. This attack ignores hardness. If
the object or creature is reduced to 0 hit points, it collapses into a
pulpy mass of black goo.

Riptide
School evocation [force]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components S, M (pint of seawater)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw special (see text); Spell Resistance yes
You create a wave of blue-green force that sweeps all in the
affected area from their feet. All creatures in the area of effect
are subject to a trip attempt. If the DC of the spell exceeds
the target’s CMD, the target is knocked prone. If the target
has more than two legs, increase the creature’s CMD by +2 for
each additional leg it has. Creatures that cannot be tripped, such
as oozes, creatures without legs, and flying creatures, cannot
be affected by this spell. Subjects affected by this spell do not
gain an attack of opportunity to trip the caster if they succeed
in retaining their footing, although the spellcasting itself may
provoke a standard attack of opportunity normally.

Saltburst
School conjuration (creation); Level sorcerer/wizard 2
Components V, S
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
Area 10-ft. radius burst
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes
All creatures in the area take 2d4 points of damage. Creatures of the
plant type or with the water subtype instead take 2d8 points of damage.

Scrivener Glyph
School transmutation; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one or more written works within 5 ft. of each other
Duration instantaneous
Saving Throw Reflex negates(object); Spell Resistance
no (see text)
You trace a wildly animated glyph in the air and make a
ranged touch attack to strike your target. If the attack misses,
use the misdirected thrown splash weapon rules (see Pathfinder
Roleplaying Game) to determine where the glyph lands. On
a successful attack, the glyph attaches itself to a randomly
determined written work on the target (or the nearest target
from where the glyph lands) and replaces every word with nonmagical
copies of itself in one full round.
If another unaffected written work is within 5 ft. of its first target,
the glyph will jump to that work to begin anew. If no unaffected work
remains within range, or any target successfully saves, the spell ends.
The glyph only affects mundane works or magic items with a
maximum CL of 4th. The maximum CL affected increases to 8th at
CL 9th, to 12th at CL 13th, and to 16th at CL 17th. For the purposes
of this spell, a spellbook is considered to have a CL equal to the
minimum caster level necessary to cast the highest-level spell in it.

Sea Legs
School universal; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level
You grant yourself the ability to ignore violent motion while
casting spells. You gain a +4 bonus to Concentration checks
when casting spells while under vigorous or violent motion.

Seeing Stones
School divination; Level sorcerer/wizard 1
Casting Time 1 full round action
Components V, S, F (ioun stone)
Range touch
Target one or more ioun stones
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell empowers one or more ioun stones, including
burned-out, dull gray stones, and links them with your visual
senses. The stones temporarily change to the same color as
your irises, and for the duration of the effect, you can see in all
directions around yourself through the orbiting stones, gaining a
+5 to Perception checks and rendering you immune to flanking.
Shape Water
School transmutation; Level druid 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the water to be shaped)
Range touch
Target water, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You can shape water into any hard object that suits your purpose.
The object is solid but fine details aren’t possible. There is a 30%
chance that any shape including moving parts simply doesn’t work.
Aquatic spellcasters use this spell to construct items not easily
fashioned underwater such as doors, walls, chests, bottles, cups,
and coffins. The items are translucent and have a hard, glass-like
consistency, with hardness 5 and 5 hp/inch of thickness.

Shadow Blade
School illusion (shadow); Level: sorcerer/wizard 4
Components V, S
Casting Time 1 standard action
Range personal
Effect one shadow blade
Duration 1 round/level (D)
Saving Throw Will partial, see text; Spell Resistance yes; see text
You create a blade fashioned from solidified shadow. Each round,
including the round in which you cast this spell, you may attack with
the shadow blade. Resolve these attacks as a melee touch attack using
your base attack bonus plus your Intelligence or Charisma modifier.
If the blade hits, it deals 1d6 points of damage plus 1 point per caster
level, and threatens a critical on a 19–20. Any creature struck by the
shadow blade is entitled to a Will save to recognize its true nature.
If the save succeeds, the creature only takes 1d6 points of damage
on a successful attack.

Shrieking Glyph
School evocation [sonic]; Level bard 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level or until expended (see text) (D)
Saving Throw Fortitude partial; Spell Resistance no
You trace a glyph resembling discordant musical notes on the
subject’s face, granting them the ability to emit a 30-ft.-cone of
sound as a standard action. Creatures in the area take 7d6 sonic
damage and are deafened for 3d6 rounds unless they make a
successful save, which negates the deafness and reduces the
damage by half. Once the subject uses this ability 3 times, the
spell is expended.

Sink Land
School evocation [water]; Level cleric 9, druid 9
Casting Time 1 standard action
Components V, S, M (isonade heartblood worth
5,000 gp), DF
Range long (400 ft. + 40 ft./level)
Area 500-ft.-radius spread (S)
Duration 3 rounds
Saving Throw see text; Spell Resistance no
When you cast sink land, the earth around you sinks and the
water table rises. This creates a powerful shockwave and tidal
rush and permanently alters the terrain near you. The sinking
effect lasts for 3 rounds, during which time creatures on the
ground can’t move or attack. In the first and second rounds,
the land sinks and movement and attacks are hampered; in the
third round, water rushes into the area of the spell and speech,
movement, and attacks are all prevented. Starting in the fourth
round, creatures can move and act normally.
Spellcasters on the ground must make a concentration check
(DC 20 + spell level) or lose any spells they try to cast. Being
underwater in the 3rd round, spellcasters must follow the rules
for underwater spellcasting (see Pathfinder Roleplaying Game)
and must also make the same concentration check for verbal
components as in previous rounds.
The sinking land affects all terrain, vegetation, structures,
and creatures in the area. The specific effect of a sink land spell
depends on the nature of the terrain where it is cast:
Cave, Cavern, or Tunnel—The roof collapses, dealing 8d8
damage to any creature caught under the cave-in (Reflex DC 16
for half) and pinning that creature under the rubble (see below).
Water floods the cavern or tunnel; creatures unable to breathe
water must hold their breath until freed or drown.
Cliffs, Hills, and Mountains—Sink land crumbles cliffs and
lowers mountains by up to 10 ft./caster level. This creates a
landslide or mudslide that travels 40 ft. for every 10 ft. it falls
vertically. Any creature in the path takes 8d8 bludgeoning
damage (Reflex DC 16 for half) and is pinned under the rubble
(see below). In addition, springs and melting snow or ice water
spring forth from the hillside, turning the terrain to mud. The
affected area slumps down and may form an alpine lake, ice
field, or tarn if surrounded by higher terrain.
Open Ground—Each creature standing in the area must
make a DC 16 Reflex save to successfully take a breath before
plunging underwater to prevent drowning; creatures that fail
drop held items. The sinking creates a large lake or waterhole
in even the driest region. The lake is 10 ft. deep/caster level in
marsh, swamp, plains, or urban terrain; 5 ft. deep/caster level
in forests or jungle; and 5 ft. deep/2 caster levels in snowy
tundra. In a desert, the sinking creates a marsh 5 ft. deep
regardless of caster level and affects half the usual radius. If
cast along a shoreline or coast, the lake merges with the nearby
body of water.
Structures—Any structure on open ground takes 100 damage
from sinking foundations and rushing floodwaters. This
collapses a typical wooden or masonry building but not a
structure of stone or reinforced masonry. Hardness does not
reduce this damage, nor is it halved as damage dealt to objects
normally is. Any creature inside a collapsing structure takes
8d6 bludgeoning damage (Reflex DC 16 for half) and is pinned
beneath the rubble (see below) below water level and may be
subject to drowning.
Pinned Under Rubble—Any creature pinned beneath rubble
takes 1d6 nonlethal damage/minute while pinned. If a pinned
character falls unconscious, he or she must make a DC 15
Constitution check or take 1d6 lethal damage each minute
thereafter until freed or dead.

Starvation
School necromancy [evil]; Level cleric 3, sorcerer/wizard 3
Components V, S, M/DF (A piece of rotten fruit)
Casting Time 1 standard action
Range 30 ft.
Targets all living creatures within 30 ft.
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
Starvation causes living creatures to become gripped with incredible
pangs of severe hunger as if they haven’t eaten for days. Creatures affected
by this spell are sickened for the duration. In addition, the targets must
succeed on a Constitution check against the spell’s DC each round or
be prevented from taking any actions until their next turn.

Strangle
School necromancy; Level sorcerer/wizard 5
Components V, S
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 minute/level
Saving Throw Fortitude partial; Spell Resistance yes
You drive out all of the air in a target’s lungs, causing her to suffocate.
If the target fails her save, she immediately falls unconscious (0 hit
points). In the following round, the target is entitled to another save.
On a failure, that target drops to –1 hit points and is dying. On the
third round, the target is entitled to one last save, and if she fails, she
dies. The spell immediately ends when the target makes her Fortitude
save, though strangle deals 4d6 points of nonlethal damage on a
successful saving throw.

Stunning Bolt
School evocation [electricity]; Level sorcerer/wizard 2
Components V, S
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You must succeed on a ranged touch attack to strike a target.
The ray deals 1d6 points of nonlethal damage per caster level
(maximum 10d6). Creatures immune to nonlethal damage or
electricity damage are immune to this spell. Creatures with
resistance to electricity apply twice their normal resistance to the
damage dealt by this spell.

Subvert Minion
School transmutation; Level sorcerer/wizard 1
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one summoned creature
Duration 1 round/level
Saving Throw none (see text); Spell Resistance no
Subvert minion allows you take control of a single summoned creature
within range. To exert your influence over the creature you must make
a caster level check (DC equals 10 + 1/2 the spell effect’s caster level +
the level of the summon spell). If you beat the DC, the creature comes
under your control as if you had cast the summon spell. Henceforth,
the creature acts on your turn each round. The summoned creature
remains until the end of the original spell’s duration.
Special: If you add this spell to your spellbook or make it one of your

Tempest
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a miniature paddle or fan of coral)
Range close (25 ft. + 5 ft./1 level)
Target an area of water of 10 ft. radius (+ 5ft./2 levels) and
5 ft. deep (+5 ft./2 levels)
Duration 1 round/level
Saving Throw none (see text); Spell Resistance none
You make the water churn and roil, increasing the DC of
Swim checks and hampering the movement of creatures within.
The DC to swim in the affected area is equal to the spell’s
DC and must be made each round the creature is in the area.
Creatures who fail their Swim check are pulled underwater 5
ft. and take 1d4 bludgeoning damage/2 caster levels from the
churning water. Attacks made through or into the area of rough
water suffer a 20% miss chance.

Tezum’s Glyph
School transmutation; Level bard 3, ranger 4, sor/wiz 3
Casting Time 1 standard action
Components V, S, M (eye of sightless fish)
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
You swallow this spell’s material component and trace the rune
of the Lord of the Sightless Depths on the target’s skin. The subject
gains blindsight 60 ft. for the duration of the spell while underwater.

Tidal Wave
School transmutation; Level druid 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M
Range long (400 ft. + 50 ft./level)
Area 50 ft. long +10 ft./level line of water 200 ft. wide
Duration 1 round/level
Saving Throw Reflex partial, see text; Spell Resistance no
When you cast this spell, you call a massive wave from the
nearby ocean to crash on land. The wave is 200 ft. wide and
inundates an area inland within 50 ft. plus 5 ft./level of the shore.
Creatures caught in the wave take 1d6 bludgeoning damage/caster
level (maximum 20d6) at the moment of impact and must make
a Swim check each round the spell lasts equal to the spell’s saving
throw DC to stay above water.
At the end of the spell, unsecured objects and creatures caught
in the wave are pulled back out to sea to a distance equal to half the
distance the wave came inland unless they succeed on a Reflex save.
Buildings and objects caught in the wave take 100 damage at
the moment of impact.

Touch of Callimachus
School transmutation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range Touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates; Spell Resistance yes
Your touch evokes a raised, bluish glyph on the subject. The
target is more susceptible to your spells and takes a -2 penalty
to all saves against spells you cast with the penalty increasing
by 1/4 caster levels to a total of -6 at 20th level. In addition,
you gain a +2 bonus to caster checks to overcome the affected
creature’s spell resistance, if any.

Vice of the Deep
School evocation [force]; Level sorcerer/wizard 8
Components V, S
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
Targets one creature/level, no two of which can be more than 30
ft. apart
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes
Vice of the deep subjects its victims to crushing pressure, as if they
were hundreds of feet under the sea. All targets take 1d6 points of
bludgeoning damage per caster level (maximum 20d6). In addition,
victims that fail their save are permanently deafened. Creatures
immune to critical hits as well as creatures with the aquatic subtype
are immune to the effects of this spell.

Vigilance
School abjuration; Level cleric 1, paladin 1, ranger 1
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level (max. 5 creatures), no two of which can
be more than 30 ft. apart
Duration 4 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the recipients of this spell with extra awareness of their
surroundings and firm resolve to stay alert. Targets affected by this
spell gain a +1 competence bonus on all Perception and Sense Motive
checks, and a +2 morale bonus on saving throws against enchantment
spells and effects.

Wall of Water
School evocation; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (a handful of water)
Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of water up to 20 ft. long/level or a
ring of water with a radius of up to 5 ft./2 levels; either
form 20 ft. high
Duration concentration +1 round/level
Saving Throw Reflex partial, see text; Spell Resistance yes
You create an opaque, upward rushing wall of water that
blocks vision. Creatures trying to pass through the wall take 2d6
bludgeoning damage +1 damage/caster level (maximum +20)
and must make a Reflex save or be pushed back 5 ft. The wall
deals double damage to creatures with the fire subtype.
If you evoke the wall so that it appears where creatures
are, each creature takes damage as if trying to pass through
the wall (half damage on a successful Reflex save) and is
pushed into a square of the creature’s choice adjacent to the
area occupied by the wall. If any 5-ft. length of wall takes
20 damage or more of magical fire damage in 1 round, that
length evaporates.
Wall of water can be made permanent with a permanency spell. A
permanent wall of water suppressed with fire becomes inactive for
10 minutes, then reforms at normal strength.

Water Hammer
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels plus the area)
Area one 5-ft. square/2 levels; max 4 squares
Duration instantaneous
Saving Throw none; Spell Resistance No
You create a small globe of freezing water around your fist
and send it hurtling out. The sudden blast of water affects
anything within the target squares. The spell does 1d6 cold
damage plus 1 /2 levels (max 1d65). For every 2 caster levels,
you may affect another square, to a maximum of four squares at
9th level. Each square must be adjacent to another square.

Waterskin
School abjuration; Level cleric 0, druid 0, rang 1, sor/wiz 1
Casting Time 1 standard action
Components V, S
Range touch
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance no
Soothing liquid bathes the subject’s skin and constantly
fresh or salt (or more exotic) water. Water dwellers subject to
this spell gain a +4 bonus to resist the environmental effects
of being out of the water on dry land or in air for extended
periods of time. If they attempt to resist a fire-based spell
while under the effect of waterskin, they may choose to end
waterskin to gain a +1 bonus to the saving throw.

Watery Sphere
School water (evocation); Level druid 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (a bit of shell)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration concentration
Saving Throw Reflex to negate; Spell Resistance no
A globe of water moves and rolls in whatever direction you
point, up to 30 ft./round. As part of this movement, it can
climb or jump up to 30 ft. to strike an object. It quenches fires
and can entangle one creature of Medium sized or smaller.
When the sphere enters the space of a target, it can be avoided
with a successful Reflex save. On a failed save, the target is
entangled by the sphere; it is immediately considered submerged
and must hold its breath to avoid drowning if it cannot breathe
water. Once the watery sphere has entangled a creature, it moves
with them. The entangled creature can attempt to break free of
the sphere as a move action, making a Strength or Escape Artist
check with a DC to escape equal to the DC of the spell.

New Spell Descriptions

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