A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast within its area. Any arcane spell cast by a creature within 10 feet of the caster gains a +1 enhancement bonus to the DC of any saving throws against the spell, and is cast as if one of either the Extend Spell or Reach spell metamagic feats have been applied to it (without increasing the spell level or Casting Time; you choose the metamagic feat when you cast arcane concordance).
Bard 3
135c98e1a50e42eb8b6ce3ff8c776d19
ArcaneConcordanceAbility
This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so for one minute per caster level. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).
Druid 8, Shaman 8
90f174a27acf4dbda6e198a0cc0e59e3
BloodMistAbility
You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those that save take half damage from the initial burst and no damage on the next round.
Druid 3, Hunter 3, Soldier of Gaia 3
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BurstOfNettlesAbility
The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged and the spell ends.
Wizard 3, Alchemist 3, Bloodrager 3, Inquisitor 3, Magus 3, Child of Acavna and Amaznen 3, Ravener Hunter 3, Claw of the False Wyrm 3
31ed0a88513246afac5b0bea60a728a9
ClaySkinAbility
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On application, the acid deals 1 point of acid damage per caster level (maximum 15).
Next round on the casters turn, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4).
During the second round on the casters turn, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6), the acid then evaporates.
A creature can only be affected by one instance of corrosive consumption at a time.
Wizard 5, Magus 5
11ced13202924dd8b609828aa05a3e3d
CorrosiveConsumptionAbility
You become a lethal combat dancer, swirling and spinning with grace and precision. You gain a morale bonus on melee attack rolls, melee damage rolls, and Mobility checks, and to Armor Class. This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.
Bard 4
7a7877faca0c4e98a5452d29967677e6
DanceOfAHundredCutsAbility
This spell functions as dance of a hundred cuts, except you also gain the benefits of haste.
You become a lethal combat dancer, swirling and spinning with grace and precision. You gain a morale bonus on melee attack rolls, melee damage rolls, and Mobility checks, and to Armor Class. This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.
Bard 6
a4fd2673b9d44b8c8d20714b2ee51df6
DanceOfAThousandCutsAbility
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your performance, dealing 2d8 points of sonic damage to each target. In addition, each target takes 3d6 points of bleed damage for 1d6 rounds. A save negates the bleed damage but not the sonic damage.
You cannot activate another bardic performance this round. If you have the lingering performance feat the effect lingers as normal.
Bard 6
3385edd23aad4795861425acfa798d64
DeadlyFinale
You flood yourself with a potent surge of elemental energy. One round after completing the casting of the spell, the energy explodes from your body.
Choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.
Wizard 4, Alchemist 4, Bloodrager 4, Magus 4, Child of Acavna and Amaznen 4, Claw of the False Wyrm 4
2b591d58f76e4bddbef15e286030663d
DetonateBaseAbility
A shower of iridescent black particles clings in the air, removing all forms of glitterdust.
Creatures in the area must make a Fortitude save or become fatigued.
Wizard 2, Bard 2, Bloodrager 2, Child of Acavna and Amaznen 2, Claw of the False Wyrm 2
cc055016ef114931aee2463200814e53
DustOfTwilightAbility
A magical field appears around you. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
Warpriest 1, Cleric 1, Dread Knight 1, Faithful Paragon 1
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EntropicShieldAbility
Your skin erupts in swollen, pus-filled bumps that burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened.
Witch 3, Wizard 3, Alchemist 3, Bloodrager 3, Child of Acavna and Amaznen 3, Skulking Hunter 3, Claw of the False Wyrm 3
27effebb41e5465a9e1757a479959b1b
EruptivePustulesAbility
Take the form of a rarely seen dragon. You gain a +10 polymorph bonus to Strength, a +8 polymorph bonus to Constitution, a +8 natural armor bonus to AC, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and elemental resistances. Your movement speed is increased by 10 feet.
The weapons and abilities granted by this spell vary depending on form taken.
Wizard 9, Druid 9
93ab15fa626c4d2eb111a9b0def805b6
FormOfTheExoticDragonAbility
You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to severe heat, takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). This spell does not make a creature that is already fatigued, exhausted.
Witch 2, Druid 2, Hunter 2, Soldier of Gaia 2, Skulking Hunter 2
accc5584b62e4e73aa0a693f725ddf60
FuryOftheSunAbility
You create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You can fire one bolt, plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same target, each requiring a ranged touch attack to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an undead creature. Furthermore, the bolt’s energy spreads over the skin of the creature, possibly blinding it for a short time. Any creature struck by a bolt must succeed at a Reflex saving throw or become blinded for 1 round.
Witch 3, Wizard 3, Bloodrager 3, Magus 3, Child of Acavna and Amaznen 3, Claw of the False Wyrm 3
e28f4633c0a2425d8895adf20cb22f8f
GloomblindBoltsAbility
Casting Goodberry creates a Bunch of Goodberries and stores them in the party inventory. When eaten the goodberries heal 2d4 point of damage, however if they are eaten more than once a day they can make the creature that ate them sick for a short time.
Druid 1, Hunter 1, Shaman 1, Soldier of Gaia 1, Skulking Hunter 1
f8774451760a427ab4694d10581cfda6
GoodberryAbility
This spell functions as shield of fortification, except there is a 50% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%.
Shield of Fortification: You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.
Cleric 4, Inquisitor 3, Paladin 3, Faithful Paragon 3, Ravener Hunter 3
a848a5aeb1be4bbdbdf79041c5890098
ShieldOfFortificationGreaterAbility
Hollow Blades lowers the momentum and density of the targets melee weapons the moment they would land an attack. All melee weapons used by the target deal damageas if they are one size category smaller than they actually are. For instance, a Large longsword normally deals 2d6 points of damage, but it would instead deal 1d8 points of damage if effected by hollow blades.
Witch 3, Wizard 3, Hunter 1, Magus 2, Ranger 1, Shaman 3, Skulking Hunter 1
bad01be5ec684dc39019269c6eff4d6f
HollowBladesAbility
You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity.
Wizard 1, Bloodrager 1, Druid 1, Hunter 1, Magus 1, Shaman 1, Soldier of Gaia 1, Child of Acavna and Amaznen 1, Claw of the False Wyrm 1
490cc69049be462eafecf69d7030b07a
HydraulicPushAbility
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sightless creatures are not affected.
Wizard 2, Bard 2, Skulking Hunter 2
56b8f0304a704a67b3c35cbe8c774854
HypnoticPatternAbility
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. All targets within the mist gain concealment. the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.
Unlike a fog cloud, the incendiary cloud moves away from you at 10 feet per round, rolling along the surface of the ground.
Wizard 8
99bad8fca7534acdb86866940eef62da
IncendiaryCloudAbility
You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on attack rolls, skill checks, and combat maneuver checks. A successful Will save reduces the duration to 1 round.
Witch 3, Wizard 3, Inquisitor 2, Skulking Hunter 3, Ravener Hunter 2
e023af1af9c147549a8e7bd246967861
InflictPainAbility
This spell functions as Inflict pain, except that is affects multiple creatures.
Inflict Pain: You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on attack rolls, skill checks, and combat maneuver checks. A successful Will save reduces the duration to 1 round.
Witch 7, Wizard 7, Inquisitor 5, Ravener Hunter 5
ff31ae1abe3c418db7842dcc76eca7ee
InflictPainMassAbility
By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC.
You must worship a being that grants access to domains in order to cast this spell.
Warpriest 6, Witch 6, Cleric 6, Hunter 4, Inquisitor 6, Paladin 4, Ranger 4, Dread Knight 6, Faithful Paragon 4, Skulking Hunter 4, Ravener Hunter 6
98f9c960637f4934bc4cca02c45cb3bc
InvokeDeityAbility
When you cast this spell, choose a single ally. You teleport to your ally’s space while your ally teleports to your former space.
Paladin 4, Faithful Paragon 4
5c0c3a8e3ba34da29fd54a3750fc22b6
KingsCastleAbility
This spell grants you a sixth sense. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect is a free action. Once used, the spell ends. You can’t have more than one moment of prescience active on you at the same time.
Witch 8, Wizard 8
baef741f5a944d69ad8bf15fd87cb4a7
MomentOfPrescienceAbility
You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature’s size, and for the remainder of the spell’s duration the target behaves as if under simultaneous rage and confusion spells. During the final round of the spell’s duration, the target is again dazed as it returns to its normal state.
Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC and cannot cast spells.
Confusion: This spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject’s turn each round to see what it does in that round.
01–25: Acts normally
26–50: Does nothing but babble incoherently
51–75: Deals (1d8 points of damage + Strength modifier) to self with item in hand
76–100: Attacks nearest creature
Witch 4, Wizard 4, Bloodrager 4, Druid 4, Hunter 4, Soldier of Gaia 4, Child of Acavna and Amaznen 4, Skulking Hunter 4, Claw of the False Wyrm 4
3bd430ba3d594fdda99751c34fda9c01
MoonstruckAbility
You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract. While under the effects of this spell, the target is racked by splitting headaches and unable to see clearly, becoming nauseated for the spell’s duration. Each round, the target’s pupils randomly become dilated or contracted for 1 round, causing them to become either blinded or dazzled until next round.
Each new round, the target may make a will save to remove the nauseated condition.
Witch 4, Wizard 4, Bard 3
fd75c3049a1341e18d76ebee9de92831
MydriaticSpontaneityAbility
This spell functions as mydriatic spontaneity, except it can affect multiple creatures.
You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract. While under the effects of this spell, the target is racked by splitting headaches and unable to see clearly, becoming nauseated for the spell’s duration. Each round, the target’s pupils randomly become dilated or contracted for 1 round, causing them to become either blinded or dazzled until next round.
Each new round, the target may make a will save to remove the nauseated condition.
Witch 7, Wizard 7, Bard 5
c60dbab62ea347c99f0bf1335052ee30
MydriaticSpontaneityMassAbility
The targets’ physical forms undergo a bizarre transformation. They look and function normally, but are composed of countless particles that separate and reconnect to remain whole. Each target gains fast healing 1 and is immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. The value of this fast healing increases by 1 at caster levels 10th, 15th, and 20th. Any target can end the spell effect on itself as a swift action; the target then regains 5d6 hit points and can attempt an additional saving throw against one disease or poison affecting it (at the original save DC), ending that disease or poison with a successful saving throw.
Witch 7, Wizard 7, Cleric 7
99e39437184a46b994da740ce399f591
ParticulateFormAbility
You become a small mandragora. You gain a +2 size bonus to your Dexterity and Constitution and a +2 natural armor bonus. Your movement speed is increased by 10 feet. You also gain one 1d6 bite attack, two 1d4 slams and poison ability.
Wizard 5, Alchemist 5, Skulking Hunter 5
f178729f94ff49388eb2c91a5d766c3c
PlantShapeIAbility
You become a large shambling mound or a huge quickwood.
Wizard 6, Alchemist 6, Skulking Hunter 6
77c5256f7fee4ba0ac655043a621e2d8
PlantShapeIIParentAbility
You become a giant-centipede or a giant-fly.
Witch 3, Wizard 4, Alchemist 4, Bloodrager 4, Druid 3, Magus 4, Soldier of Gaia 3, Child of Acavna and Amaznen 4, Skulking Hunter 3, Claw of the False Wyrm 4
f7f764d8f69d4224880f9183a8013d19
VerminShapeIParentAbility
You become a huge treant or a huge giant flytrap.
Wizard 7
1c09aa933c82426ea5ae3c343ff92d16
PlantShapeIIIAbility
The joints of a creature affected by this spell stiffen and swell, making movement painful and slow. The target takes 1d6 points of nonlethal damage per caster level. Additionally, the target takes a –4 penalty to Dexterity and its movement speed decreases by 10 feet; these additional effects last for 1 minute per caster level. A successful save halves the nonlethal damage and negates the penalty to Dexterity and movement.
Warpriest 4, Witch 4, Wizard 4, Cleric 4, Magus 4, Shaman 4, Dread Knight 4, Faithful Paragon 4, Skulking Hunter 4
2bba038472a64f67b235674c7e27d90c
RigorMortisAbility
Blast the area with a horrific combination of soul-rending energy and physical corrosion. Creatures in the area of effect gain 1d4 negative levels, and take 1d6 points of acid damage per caster level (maximum 20d6).
Wizard 9, Cleric 9
dafdc0eef4374785aa827bf5b2059bf0
ScourgeOfTheHorsemenAbility
You summon a pair of claws over your hands formed from semireal material. This grants you two primary claw attacks dealing 1d4 points of damage if you are Medium (1d3 if Small) plus 1 point of Strength damage. A successful Fortitude saving throw negates the Strength damage (DC = this spell’s DC).
While under the effect of this spell, all claw attacks gain this spells Strength damage component.
Wizard 2, Bard 2, Bloodrager 2, Magus 2, Child of Acavna and Amaznen 2, Skulking Hunter 2, Claw of the False Wyrm 2
7402ae487e0b41968be48c103904d237
ShadowClawsAbility
You instantly travel between shadows to a point within range. You leave a shadowy decoy in your former location and are wrapped in shadow at your destination; you attempt a Stealth check as a free action to hide in your new location. In addition, for 1 round, the envelope of shadow around you grants you concealment (20% miss chance).
The shadow decoy is fragile and will not survive more than a single attack / one round.
Wizard 4, Bard 4, Skulking Hunter 4
84511236ebbd47f79d641e226f73b27f
ShadowJauntAbility
You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to a units shadow within range.
Witch 3, Wizard 3, Bard 3, Skulking Hunter 3
f51451385b1545bebfcbbb36b7da0220
ShadowStepAbility
The shambler spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days. You can only have one shambler spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
Druid 9, Shaman 9
afef8746da00402bb6c09cffe8d95ca3
ShamblerAbility
You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.
Cleric 2, Inquisitor 1, Paladin 1, Faithful Paragon 1, Ravener Hunter 1
5a20c33fce1c4d90b0d8e71d7918d699
ShieldOfFortificationAbility
Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. A magical weapon still gains the damage via size increase, but not the additional +1 bonuses.
Druid 1, Hunter 1, Soldier of Gaia 1, Skulking Hunter 1
5576285c9607456db477fa84164af6ef
ShillelaghAbility
You create low-cresting waves of water under the feet of the target, able to propel them while moving. The target’s speed increases by 10 feet.
Wizard 2, Bloodrager 2, Druid 2, Hunter 2, Ranger 2, Soldier of Gaia 2, Child of Acavna and Amaznen 2, Claw of the False Wyrm 2
fe43fadb91b040b38718e88dd5744413
SlipstreamAbility
For the duration of the spell, you can fire rays of steam once per round as a standard action (and you also fire these rays as part of casting this spell). You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Wizard 7
a8be30ddf37042d5b56ffaa8eae976d6
SteamRayFusilladeAbility
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is stunned for 1 round. On a successful saving throw, a target is staggered for 1 round.
You cannot activate another bardic performance this round. If you have the lingering performance feat the effect lingers as normal.
Bard 5
a1f0d4c3ce2c4c2eb705b18861f14708
StunningFinale
You transmute blood in the target’s body to acid, dealing 1d6 points of acid damage/2 levels (maximum 12d6) each round. The creature is staggered and sickened by the debilitating pain. A successful Fortitude save each round halves the damage and negates the staggered condition for 1 round. Anyone who strikes the target with a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of acid damage as the acidic blood sprays on the attacker.
This spell has no effect on creatures immune to critical hits or bleed effects.
Wizard 9
0d33465ba73142b78b284140247d9481
TransmuteBloodToAcidAbility
The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round. The subject can attempt a Fortitude saving throw each round to reduce the damage by half.
Warpriest 3, Witch 3, Wizard 3, Bloodrager 3, Cleric 3, Magus 3, Shaman 3, Dread Knight 3, Faithful Paragon 3, Child of Acavna and Amaznen 3, Claw of the False Wyrm 3
56557368ccbb415fa57b11612affabb9
TrialOfFireAndAcidAbility
You become a giant spider. You gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, a +2 size bonus to your Constitution, +5 natural armor bonus, trip immunity, web immunity, and a web ability with a (DC of 10 + half the casters level + their Constitution modifier); after use, the web ability cannot be used for 1 minute. Your movement speed is increased by 10 feet. You have have two 2d6 bite attacks plus poison
Witch 4, Wizard 5, Alchemist 5, Druid 4, Magus 5, Soldier of Gaia 4, Skulking Hunter 4
0bc85d15a3f845e589ab1fe3b351352a
VerminShapeIIAbility
An immobile, blazing curtain of shimmering fire springs into existence. The wall deals fire damage when it appears, to all creatures in the area on your turn each round, and also to any creature that passes through it. The damage dealt is 2d6 points of damage +1 point of damage per caster level (maximum +20). The wall deals double damage to undead creatures.
Wizard 4, Bloodrager 4, Druid 5, Hunter 5, Magus 4, Shaman 4, Soldier of Gaia 5, Child of Acavna and Amaznen 4, Claw of the False Wyrm 4
80189142f7c640f39195defdc9777b27
WallOfFireAbility
You create 1d4+2 wood golems with the advanced template. The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one wooden phalanx spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
Wizard 9, Cleric 9
331d2948509a436d801e4f7af5686d47
WoodenPhalanxAbility
You can call upon the spirits of the air to grant agility to your allies. Each target gains a +30 foot enhancement bonus to its speed. Each target can also move (and charge) through difficult terrain without penalty.
Hunter 3, Ranger 3, Skulking Hunter 3
a49ee6f1ec6744a6b16e3476a504e2a9
ZephyrsFleetnessAbility