Kobold Press/Open Design

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1st-Level Alchemist Formulae
Formula Name Comp. Description Source
Altered Consciousness Grants a +1 dodge bonus to AC (plus an additional +1/4 levels). Deep Magic
Arcane Siphon Grants a +1 bonus plus an additional +1/4 levels on saves vs. spells, etc. Deep Magic
Buoyant Treat water as rough terrain with a DC 10, 15, or 20 Acrobatics check. Deep Magic
Freeze Potion Renders liquids in small containers temporarily undrinkable. Deep Magic
Magnetism Grants a +10 bonus to CMD against bull rushes or overruns, or on Climb checks. Deep Magic
Peacock Pose You strike a mesmerizing pose, causing foes in the area to become fascinated. Deep Magic
Shadow Hands M Hands deal 1d6 hp cold damage/level (max 5d6). Deep Magic
Symbiosis Removes your need for nourishment for 1 day/level. Deep Magic
Third Eye Extra eye grants +2 to Perception or improves darkvision or low-light vision by 30 ft. Deep Magic
Treasure Scent Grants the ability to sniff out treasure as if you had scent. Deep Magic
Weapon of Blood Your spilled blood creates at least a +1 dagger. Deep Magic
Withering Bomb Admixture Your bombs impose at least a 1d4+1 Str penalty for 1 round/CL. Deep Magic
2nd-Level Alchemist Formulae
Formula Name Comp. Description Source
Beard Sponge Allows the storage of a potion in your beard or eyebrows for quick retrieval later. Deep Magic
Confound Languages Replaces targets’ languages with random ones. Deep Magic
Bloody Vengeance Target weapon deals additional bleed damage on a sneak attack. Deep Magic
Ingest Swallow 1 creature or object one size category smaller than you or 3 that are two. Deep Magic
Pains of the Past M Opens wounds from the past, dealing 1d6 hp damage (10d6 max). Deep Magic
Philosopher’s Brew Transforms metals into other metals for a short time. Deep Magic
Prehensile Beard Your beard or hair may serve as an extra hand for simple tasks. Deep Magic
Slither M Become a shadow for 1 round. Deep Magic
Snowblind Stare You gain a gaze attack that inflicts snow blindness. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
Warp Metal Molds a metallic object or objects as if they were made of soft clay for 1 round/level. Deep Magic
3rd-Level Alchemist Formulae
Formula Name Comp. Description Source
Barnacle Armor Barnacles grow to provide protection. Deep Magic
Beguiling Bauble Enchanted object conceals your alignment. Deep Magic
Compelling Fate View actions through the influence of stars. Deep Magic
Caustic Blood After being damaged, you can cause hp damage equal to 1d6+ Con modifier to foes within 30 ft. Deep Magic
Disgusting Stench You taste incredibly foul, and any creature that swallows you spits you out. Deep Magic
Doom of Consuming Fire Wreathes you in fire and damages you and nearby creatures. Deep Magic
False Death You are automatically stabilized and gain fast healing 3 when brought below 0 hp. Deep Magic
Fire Claws Your hands deal 1d6 hp fire damage/3 caster levels (max 5d6). Deep Magic
Hands of the Djinn Touch deals 1d6/2 caster levels elemental damage and other effects. Deep Magic
Inner Demon Grants some physical characteristics or abilities of an evil, extraplanar creature. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and can double weapon damage. Deep Magic
Eldritch Crucible Turns 2 magic items into another item. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Sparkfist Construct’s fists deal 1d10 hp bludgeoning and 1d8 hp electricity damage. Deep Magic
Stone Bones Grants you DR 5/piercing and reduces any falling damage by half. Deep Magic
Vomit Green Slime Deals 1d8 hp acid acid/2 caster levels and 1 Con/round to affected creatures. Deep Magic
4th-Level Alchemist Formulae
Formula Name Comp. Description Source
Blood and Steel M Target construct is under your control or gains an Intelligence score of 10. Deep Magic
Drake Form I Take the form of a Small drake. Deep Magic
Eldritch Blood M An enemy’s blood grants an ally limited abilities of a specific sorcerer bloodline. Deep Magic
Ingest, Greater Swallow 1 object your size, 3 objects a category smaller, or 6 objects 2 categories smaller. Deep Magic
Lift Levitates unwilling creatures 5 ft./round until they reach an obstacle or the spell ends. Deep Magic
Ooze Shape I You assume the form of any Small or Medium ooze. Deep Magic
Prehensile Beard, Greater Your beard or hair becomes an additional limb and can wield weapons. Deep Magic
Rusting Bomb Admixture Your bombs can sunder one metallic object. Deep Magic
Shadow Attack Damages opponents by striking or touching their shadows. Deep Magic
Starfall Cast up to 3 bolts at different targets, which deal 3d12 hp damage. Deep Magic
Steam Blast M Creates a 30-ft.-radius burst of steam centered on you. Deep Magic
Symbiosis, Greater As symbiosis, and grants regeneration 2 for 1 round/caster level. Deep Magic
5th-Level Alchemist Formulae
Formula Name Comp. Description Source
Bones of the Earth Creates pit that can collapse. Deep Magic
Broken Mind Grants +8 to saving throws against mind-affecting effects and other benefits. Deep Magic
Construct Body M Temporarily transforms you into a clockwork construct. Deep Magic
Disgusting Stench, Greater As disgusting stench, and creatures won’t bite you more than once. Deep Magic
Drake Form II Take the form of a Medium drake. Deep Magic
Painted Form Turns willing subject into an inanimate or mostly inanimate painting. Deep Magic
Reborn in Flames As reincarnate, and deals 10d6 fire damage to creatures near your body. Deep Magic
Body Meld You can subsume another creature. Deep Magic
6th-Level Alchemist Formulae
Formula Name Comp. Description Source
Drake Form III Take the form of a Large drake. Deep Magic
Ooze Shape II You assume the form of any Tiny, Small, Medium, or Large ooze. Deep Magic
Quintessence Grants an angelic or demonic form, frightening enemies and bolstering your body. Deep Magic
1st-Level Antipaladin Spells
Spell Name Comp. Description Source
Doom of Blood You bleed from the eyes and another living creature bleeds twice as much. Deep Magic
Doom of Cowards Creatures with less than 5 HD are shaken, frightened, or panicked each round. Deep Magic
Doom of the Cracked Shield M The next non-magical shield you hit in combat crumbles into dust. Deep Magic
Hobble Mount Quadruped cannot move at more than half speed without taking 1d6 hp damage. Deep Magic
Hone Blade Grants weapon +1 damage to its next successful hit. Deep Magic
Litany of Sure Steel You can manipulate your weapons and items without provoking. Deep Magic
Memento Mori Creatures that fail a Will save lose their next standard action. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
2nd-Level Antipaladin Spells
Spell Name Comp. Description Source
Animate Ghoul One humanoid corpse rises as a ghoul under your control. Deep Magic
As You Were Undead appear as they did in life and detect as healthy, living creatures. Deep Magic
Doom of Consuming Fire Wreathes you in fire and damages you and nearby creatures. Deep Magic
Doom of the Slippery Rogue Those standing or climbing must make a Climb check or fall prone. Deep Magic
Doom of Sundering Damage you deal to your opponent is also applied to their weapon. Deep Magic
Sanguine Horror I Calls creature as summon monster I or summon nature’s ally I, but made of blood. Deep Magic
Timely Distraction Successful CMB check inflicts a random status effect on target. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
Vomit Tentacles Tentacles spewed from your mouth can grapple or damage opponents. Deep Magic
3rd-Level Antipaladin Spells
Spell Name Comp. Description Source
Doom of Blue Crystal Creates an aura that turns creatures, including you, to crystal. Deep Magic
Doom of Dancing Blades Creates 1d4+1/3 caster levels illusory blades that flank your enemies. Deep Magic
Doom of Disenchantment Dispels or suppresses the abilities of a magical weapon or attack. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and can double weapon damage. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Sanguine Horror II Calls creature as summon monster II or summon nature’s ally II, but made of blood. Deep Magic
Strength of the Underworld M Grants you +4 channel resistance. Deep Magic
Summon Undead Summons an allip, flying skull, ghast, or necrophidius to fight for you. Deep Magic
4th-Level Antipaladin Spells
Spell Name Comp. Description Source
Doom of the Earthen Maw Creates muck that can drown up to Large-sized creatures. Deep Magic
Doom of Serpent Coils Afflicts creatures in a 10-ft. radius (including you) with deadly poison. Deep Magic
Mass Hobble Mount One quadruped/level can’t move more than half speed and throws its rider. Deep Magic
Risen Road You can travel across any terrain as if it were open plain. Deep Magic
Sanguine Horror III Calls creature as summon monster III/summon nature’s ally III, but made of blood. Deep Magic
Shroud of Death M You draw upon the life energies of all living creatures in sight. Deep Magic
Visage of Madness Your gaze attack makes enemies attack their own eyes. Deep Magic
Bard Cantrips
Spell Name Comp. Description Source
Bolster Spirits Target receives a second Will save against a fear effect it is suffering. Deep Magic
Float You or a target hovers about 1 ft. above any surface. Deep Magic
Glorious Music Provides +1 bonus to Bluff, Diplomacy, and Intimidate checks against target. Deep Magic
Hovering Gleam Creates a moving sphere that illuminates a 5-ft. square as a candle. Deep Magic
Kobold’s Fury Touched creature receives +2 to next attack roll against a larger creature. Deep Magic
Marvelous Music Creatures that fail a Will save cannot make Perception checks for the duration. Deep Magic
Puff of Smoke Attacking foes have a 20% chance to miss against a single creature. Deep Magic
Quicken Grants one creature +1 to initiative for 1 min. Deep Magic
Sea Legs You ignore violent motion while casting spells. Deep Magic
Seam Ripper Destroys non-magical clothing and subjects target to a dirty trick. Deep Magic
Thunderclap A thunderous noise draws the attention of all creatures within 3,000 ft. Deep Magic
1st-Level Bard Spells
Spell Name Comp. Description Source
Acoustic Dampening 1 target/3 levels gains +2 to saves against sonic effects. Deep Magic
Chill Heart Target gains +4 bonus to saves against spells and effects that generate emotions. Deep Magic
Deceitful Presence Avoid attacks of opportunity when making ranged attacks. Deep Magic
Dome of Silence Dome surrounds area around you, hampering sound and sonic damage. Deep Magic
Fate Denied Imposes a –1 or –4 penalty to attack rolls, skill checks, and saving throws. Deep Magic
Fate Revealed Grants a +1 or +4 bonus on attack rolls, skill checks, and saving throws. Deep Magic
Fortune’s Frown M Dispels luck bonuses and requires target to take the worst of two d20 rolls. Deep Magic
Loki’s Gift Grants a +5 bonus to Bluff checks, and you may coax a secret from a target. Deep Magic
Lucky Break M One of your allies’ next failed rolls becomes a success. Deep Magic
Misleading Shadows Grants a +5 enhancement bonus to some Bluff or Stealth checks. Deep Magic
Not So Fast Reduces targets’ speed in 5-ft. increments (max 20 ft.). Deep Magic
Peacock Pose You strike a mesmerizing pose, and your foes may become fascinated. Deep Magic
Purge Pests Kills animals or vermin with 1 HD/caster level (max 5 HD). Deep Magic
Shadow’s Blessing Creature gains bonuses to Stealth and concealment depending on light level. Deep Magic
Silent Sound M Inflicts 1d6 hp sonic damage/level (5d6 max). Deep Magic
Vengeful Grasp Grasping hands rise from the earth to grab and harass targets. Deep Magic
Wind Down M Halves the duration of one ongoing spell or spell-like ability. Deep Magic
2nd-Level Bard Spells
Spell Name Comp. Description Source
Torchbearers Conjures 1d6 mindless force servants, which emit torchlight. Deep Magic
As You Were Undead appear as they did in life and detect as healthy, living creatures. Deep Magic
Blind Spot Target creature cannot see you. Deep Magic
Breaching Sphere Acidic energy sphere deals 2d6 hp acid damage + 1d6/2 levels past 4th. Deep Magic
Confound Languages Replaces targets’ languages with random ones. Deep Magic
Converse with Drake You can communicate with any lesser dragon within 100 ft. Deep Magic
Devil’s Charm Gain Cha bonus that declines by 1 at the start of each following round. Deep Magic
Doom of Blood You bleed from the eyes and another living creature bleeds twice as much. Deep Magic
Doom of Cowards Creatures with less than 5 HD are shaken, frightened, or panicked each round. Deep Magic
Doom of the Slippery Rogue Those standing or climbing must make a Climb check or fall prone. Deep Magic
Freeze M Icy sheath solidifies and encapsulates target. Deep Magic
Inquisitor’s Bane Magically obscures the truth. Deep Magic
Intoxicating Scent Creatures within 5 ft. of you take various penalties. Deep Magic
Message in a Bottle Seals a spoken message of varying length into a bottle. Deep Magic
Mindquake Negative energy burst shakes creatures. Deep Magic
Oozy Transparency Imposes a –8 penalty to Perception checks to see target creature. Deep Magic
Pains of the Past M Opens wounds from the past, dealing 1d6 hp damage (10d6 max). Deep Magic
Ravenous Urge Target becomes overcome with urge to eat the living. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and can double weapon damage. Deep Magic
Sculpted Servant Diminutive humanoid figure serves you for 1 hr./level. Deep Magic
Trilling Field Creatures in the area take –1 to attacks, ability checks, and skill checks. Deep Magic
Uncanny Utterance Projects your voice to creatures looking your way within a long range. Deep Magic
Voidmote Missile deals 1d3+1 hp cold damage and may fatigue the target. Deep Magic
Wotan’s Rede You recite a poem that grants you supernatural advice. Deep Magic
3rd-Level Bard Spells
Spell Name Comp. Description Source
Animal Contagion A Tiny animal travels to a destination, spreading disease along the way. Deep Magic
Baleful Conjunction Forces enemies to group together or take penalties to rolls. Deep Magic
Blinding Scales Touched creature’s scales can temporarily blind or dazzle enemies. Deep Magic
Chrono Location Moves target east or west 15 miles/caster level. Deep Magic
Corvid’s Cunning As fox’s cunning, but the target can roll twice and take the more favorable result. Deep Magic
Doom of Dancing Blades Creates 1d4+1/3 caster levels illusory blades that flank your enemies. Deep Magic
Heroic Conjunction Grouped targets receive a bonus on rolls and possible bonus damage. Deep Magic
Hero’s Steel Weapon becomes more intimidating, and foes may become panicked or shaken. Deep Magic
Horrors of the Deep M Target suffers drowning sensation and escalating nonlethal damage. Deep Magic
Impaling Swords Summons two non-magical swords to fight for you. Deep Magic
Jellied Resilience Target is immune to critical hits, gains DR 5 or 10, and corrosive weapon quality. Deep Magic
Labyrinth Mastery Directs you to the nearest exit, grants bonuses to skills and initiative checks, and gives you a perfect memory of mazes you explore. Deep Magic
Lion’s Courage Target creature is immune to frightful presence and can’t be shaken or frightened. Deep Magic
Liquid Form M You transform into living water. Deep Magic
Impending Doom Target suffers when continuing a certain action. Deep Magic
Outflanking Boon Illusory doubles each grant one target/level a flanking bonus. Deep Magic
Pain Wave Deals 1d6 hp nonlethal to targets and stuns them 1d4 rounds. Deep Magic
Stone Piton Column causes 1d6 hp damage and pins creatures. Deep Magic
Hive Mind M Creatures touched gain group knowledge and abilities. Deep Magic
Spirit of the Ram Grants +4 to Acrobatics, doubles jumps, and negates armor penalties. Deep Magic
Somnambulance Implants a suggestion in the mind of a sleeping creature. Deep Magic
Tame Drake Befriend a lesser dragon. Deep Magic
Thunderbolt M Deafens creatures within 15 ft. and deals 1d6 hp/level sonic damage to one target. Deep Magic
4th-Level Bard Spells
Spell Name Comp. Description Source
Beguiling Bauble Enchanted object conceals your alignment. Deep Magic
Binding Oath You seal an agreement on pain of a curse between two willing creatures. Deep Magic
Cursed Gift Imbues an object with a curse, which is transferred to the recipient. Deep Magic
Diabolical Temper One humanoid target becomes mindless with rage. Deep Magic
Dimensional Shove M Melee touch attack pushes targets through dimensional portal. Deep Magic
Freeze, Greater M Icy sheath encapsulates target, dealing 2d6 hp cold damage+ 1/caster level. Deep Magic
Jotun’s Jest Weapon or other item becomes sized for a Colossal creature. Deep Magic
Patron’s Aspect Conjures a fiendish image, causing an enemy to flee or freeze with fright. Deep Magic
Spell Trap Turns a spellcaster’s spells of 4th level and lower against them. Deep Magic
5th-Level Bard Spells
Spell Name Comp. Description Source
Call of the Grave Target creature views you as an ally and obeys you. Deep Magic
Chaotic Spell Lash Magical whip inflicts a random status condition each time it strikes an enemy. Deep Magic
Create Wormhole Creates two points through which creatures can instantly teleport. Deep Magic
Enemy Within Target believes an insect swarm is under its skin and takes 3d6 hp damage/round. Deep Magic
Ensnare Ley Line Grants a measure of control over volatile ley line effects. Deep Magic
Fluctuating Alignment Target’s alignment changes each minute for the spell’s duration. Deep Magic
Mindquake, Greater As mindquake, but allies are excluded and duration doubles. Deep Magic
Shrieking Glyph M Subject produces sonic cones of discordant noise. Deep Magic
6th-Level Bard Spells
Spell Name Comp. Description Source
Celestial Fanfare Damages evil and neutral creatures in a 30-ft. radius. Deep Magic
Inspiring Speech Allies gain +2 attack bonus, benefits of Diehard, and status with respect to you. Deep Magic
Shrieking Flock Transforms you into a flock of ravens that frightens or misleads foes. Deep Magic
Tolling Doom Target suffers penalties and grants attackers critical confirmation bonuses. Deep Magic
7th-Level Bard Spells
Spell Name Comp. Description Source
Acidic Grease 40-sq.-ft. area is covered in slippery grease that causes 1d6/caster level. Deep Magic
Corvid’s Cunning, Mass As corvid’s cunning, but affects multiple creatures. Deep Magic
Cleric/Oracle Orisons
Spell Name Comp. Description Source
Bolster Spirits Target receives a second Will save against a fear effect it is suffering. Deep Magic
Cleansing Ray Ranged touch attack deals 1d6 hp to oozes or plants. Deep Magic
Drink Deep from Mimir’s Well Roll (1d20 + Wis modifier) may impart useful advice. Deep Magic
Hone Blade Grants weapon +1 damage to its next successful hit. Deep Magic
Hovering Gleam Creates a moving sphere that illuminates a 5-ft. square as a candle. Deep Magic
Kobold’s Fury Touched creature receives +2 to next attack roll against a larger creature. Deep Magic
Leprechaun’s Luck Turns one gold piece into a +1 bonus or a –1 penalty to a die roll. Deep Magic
Quicken Grants one creature +1 to initiative for 1 min. Deep Magic
Tan Hide Turns a skin or hide up to 15 lbs. into quality leather. Deep Magic
Toolkit Summons any known tool to your hand to complete a specific task. Deep Magic
Thunderclap A thunderous noise draws the attention of all creatures within 3,000 ft. Deep Magic
1st-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead I Reanimates a once-living creature to fight for you. Deep Magic
Aspect of the Four Winds Bestows one of four bonuses for 1 round/level. Deep Magic
Chill Heart Target gains +4 bonus to saves against spells and effects that generate emotions. Deep Magic
Circle of Wind Winds impart +2 to AC and +4 against heat, gases, and inhaled poisons. Deep Magic
Compelling Question Compels creature to answer a question. Deep Magic
Face of Deception Transforms the head, neck, and shoulders into the features of another. Deep Magic
Fate Denied Imposes a –1 or –4 penalty to attack rolls, skill checks, and saving throws. Deep Magic
Fate Revealed Grants a +1 or +4 bonus on attack rolls, skill checks, and saving throws. Deep Magic
Flurry M Snow surrounds you, imparting concealment and a –4 penalty to Perception checks. Deep Magic
Fool’s Gold Transforms mundane objects into coins that appear to be worth 20 gp. Deep Magic
Freeze Potion Renders liquids in small containers temporarily undrinkable. Deep Magic
Hobble Mount Quadruped cannot move at more than half speed without taking 1d6 hp damage. Deep Magic
Loki’s Gift Gain a +5 bonus to Bluff checks, and you may coax a secret from a target. Deep Magic
Lucky Break M One of your allies’ next failed rolls becomes a success. Deep Magic
Memento Mori Creatures that fail a Will save lose their next standard action. Deep Magic
Not So Fast Reduces targets’ speed in 5-ft. increments (max 20 ft.). Deep Magic
Pendulum Target creature succeeds and fails in a predictable manner. Deep Magic
Protection from Lesser Dragons +2 to AC and saves, plus additional protection against lesser dragons. Deep Magic
Shadow’s Blessing Creature gains bonuses to Stealth and concealment depending on light level. Deep Magic
Shieldlight Causes shield to glow with magical sunlight. Deep Magic
Spellforged Sinews I You gain a +2 bonus to Strength. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
Twist the Skein M Target receives retroactive modifier of 1d20–10 to any roll. Deep Magic
Unsleeping Touched creature is immune to effects of fatigue. Deep Magic
Instant Pillar Pillar of stone knocks creatures prone and provides cover. Deep Magic
Vengeful Grasp Target’s speed reduced by 10 ft. Deep Magic
Voidmote Missile deals 1d3+1 hp cold damage and may fatigue the target. Deep Magic
Wind Down M Halves the duration of one ongoing spell or spell-like ability. Deep Magic
Withered Sight Target receives –4 penalty to Perception checks and –2 to attack rolls. Deep Magic
2nd-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Torchbearers Conjures 1d6 mindless force servants, which emit torchlight. Deep Magic
Animate Dead II Reanimates a once-living creature to fight for you. Deep Magic
Animate Ghoul One humanoid corpse rises as a ghoul under your control. Deep Magic
Battlemight Creates a transferable aura that provides +2 armor bonus to AC. Deep Magic
Blessed Chance Make 3 rolls and choose the most favorable result for one action. Deep Magic
Blood Lure M A blood puddle compels blood-feeding creatures to feed on it as if fascinated. Deep Magic
Bonesmasher Deals 1d6 hp/caster level (max 5d6) to creatures made primarily of bone. Deep Magic
Breaching Sphere Acidic energy sphere deals 2d6 hp acid damage + 1d6/2 levels past 4th. Deep Magic
Chaotic Vitality Your and the target’s hp total randomly changes. Deep Magic
Chrono Location Moves target east or west 15 miles/caster level. Deep Magic
Curse of Incompetence Target takes –6 penalty to skill Int-, Wis-, and Cha-based skill checks. Deep Magic
Darkblindness Removes any ability to see in darkness for 1 hr./level. Deep Magic
Defending Glyph Orbiting glyph absorbs damage. Deep Magic
Defy Depth Protects creatures from cold water and depth pressure damage in deep seas. Deep Magic
Devil’s Charm Gain Cha bonus that declines by 1 at the start of each following round. Deep Magic
Energy Missile Missile can heal or harm for 1d8+1/caster level. Deep Magic
Fortified Hoard Acts as alarm, but lasts longer and covers a larger area. Deep Magic
Fortune’s Frown M Dispels luck bonuses and requires target to take the worst of two d20 rolls. Deep Magic
Freeze M Icy sheath solidifies and encapsulates target. Deep Magic
Furious Hooves Increases target’s base speed up to 30 ft. and grants hoof attacks. Deep Magic
Grudge Match Allies and enemies receive +2 to saves, attacks, ability checks, skill checks, and weapon damage. Deep Magic
Incense Haze Cloud bestows one of several boons to creatures within it. Deep Magic
Mantle of Trust Convinces one living creature that you are trustworthy. Deep Magic
Might of the Champion Touched creature temporarily gains +5 Str. Deep Magic
Raise Lesser Undead As animate dead, but creates a single skeleton or zombie. Deep Magic
Ray of the Eclipse A dark ray deals 1d6 hp cold damage and blinds target. Deep Magic
Repair Metal Repairs 1d8+5 hp damage to metal object or construct. Deep Magic
Reverse Industry Reverts manufactured components of one object to their raw state. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and can double weapon damage. Deep Magic
Snowblind Stare You gain a gaze attack that inflicts snow blindness. Deep Magic
Spellforged Sinews II You gain a +4 bonus to Strength. Deep Magic
Transform Shield Temporarily creates any item of any material from a shield. Deep Magic
View the Past You experience events from the past. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
3rd-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead III Reanimates a once-living creature to fight for you. Deep Magic
Aspect of the Demon Gain qualities of a demon at the risk of attracting the Abyss’s notice. Deep Magic
Blinding Scales Touched creature’s scales can temporarily blind or dazzle enemies. Deep Magic
Call of Earth and Stone Asks questions of earth spirit. Deep Magic
Channel Scroll Potentially use a scroll without expending its magic. Deep Magic
Cherub’s Burning Blade Summoned sword deals 4d6+1/2 caster levels damage. Deep Magic
Compelling Fate View actions through the influence of stars. Deep Magic
Crushing Trample Overruns any creature in a path to deal at least 1d6 hp damage. Deep Magic
Force Phalanx Humanoids form a protective, 50-ft. line with hardness 30 and 10 hp/caster level. Deep Magic
Grave Binding M Compels an undead creature to remain in or under the earth. Deep Magic
Intensify Death Throes Target creature’s death throes ability becomes much more potent. Deep Magic
Ivory Flesh You gain DR 5/daylight, DR 10, or DR 15 depending on your caster level. Deep Magic
Sacred Servant Ball of light heals those it touches of 1d6+Wis modifier hp. Deep Magic
Lion’s Courage Target creature is immune to frightful presence and can’t be shaken or frightened. Deep Magic
Mother Stone Gain AC bonus, DR 5/slashing, and stability; reduces move to 0. Deep Magic
Patron’s Aspect Conjures a fiendish image, causing an enemy to flee or freeze with fright. Deep Magic
Revitalizing Word M Heals a creature that just took damage up to 1d6+10 hp. Deep Magic
Stone Piton Column causes 1d6 hp damage and pins creatures. Deep Magic
Rally M Cures fatigue and exhaustion, and gives bonuses. Deep Magic
Hive Mind M Creatures touched gain group knowledge and abilities. Deep Magic
Eldritch Crucible Turns 2 magic items into another item. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Spell Suppression Diminishes the power of any spell cast within its area. Deep Magic
Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Deep Magic
Spellforged Sinews III You gain a +6 bonus to Strength. Deep Magic
Strength of Madness Trades a –2 penalty to Will saves for +1 to attack and damage rolls. Deep Magic
Strength of the Underworld M Grants you +4 channel resistance. Deep Magic
Summon Undead Summons an allip, flying skull, ghast, or necrophidius to fight for you. Deep Magic
Symbol of Condemnation Symbol makes others unfriendly toward targets. Deep Magic
Instant Pillar, Greater As instant pillar but affects area. Deep Magic
Rending Grasp Prevents target from charging and deals 1d4 hp/round. Deep Magic
Vomit Tentacles Tentacles spewed from your mouth can grapple or damage opponents. Deep Magic
Waters of Eternity Gain brief, soundless visions of the near future. Deep Magic
Wild Errantry Grants up to a +4 bonus to skill checks for crazy or daring acts. Deep Magic
Wotan’s Rede You recite a poem that grants you supernatural advice. Deep Magic
4th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead IV Reanimates a once-living creature to fight for you. Deep Magic
Animate Dead, Improved M Creates Small zombies from body parts. Deep Magic
Baleful Conjunction Forces enemies to group together or take penalties to rolls. Deep Magic
Baneweapon Grants bane to one melee weapon or six projectiles. Deep Magic
Battleward A shield can reflect spells or fly. Deep Magic
Binding Oath You seal an agreement on pain of a curse between two willing creatures. Deep Magic
Blessed Halo Nimbus represses darkness effects, grants you fast healing, and augments cure spells. Deep Magic
Breathlessness Touched creatures do not need to breathe. Deep Magic
Confound Senses Reduces targets’ speed by half and imposes –4 on ranged attacks. Deep Magic
Deva’s Wings Grants you fly speed of 90 ft., +8 to Fly checks, and a 1d4 secondary attack. Deep Magic
Doom of Serpent Coils Afflicts creatures in a 10-ft. radius (including you) with deadly poison. Deep Magic
Elemental Vengeance Grants resistance 5 to energy types and damages foes that incapacitate you. Deep Magic
Ensnare Ley Line Grants a measure of control over volatile ley line effects. Deep Magic
Exalted Chance You may make 5 rolls or a target may make 3 rolls for a specific action. Deep Magic
Final Combustion Touched creature combusts upon death. Deep Magic
Find Treasure Finds the closest mass of metal, gems, or other similar materials. Deep Magic
Flickering Fate Gain +4 insight bonus to attack rolls by glimpsing foes’ future actions. Deep Magic
Freeze, Greater M Icy sheath encapsulates target, dealing 2d6 hp cold damage+ 1/caster level. Deep Magic
Healing Bequest Heals one creature per round for 1d8 + 1/caster level hp for duration. Deep Magic
Heroic Conjunction Grouped targets receive a bonus on rolls and possible bonus damage. Deep Magic
Intensifying Force Creates a cone of force to damage creatures. Deep Magic
Cleansing Conflagration Deals 1d12/2 levels to undead, aberrations, and evil outsiders. Deep Magic
Meld Metal plates bond to your skin to provide armor bonus and DR. Deep Magic
Mighty Gale Wind batters all creatures and obstacles in its path. Deep Magic
Impending Doom Target suffers when continuing a certain action. Deep Magic
Rain of Blades Calls down magical blades, dealing 1d10 damage/2 caster levels (max 10d10). Deep Magic
Repair Metal, Greater Repairs 2d8+10 hp damage to metal object or construct. Deep Magic
Reset Creatures in 40-ft. radius burst reroll initiative; allies receive +4 while enemies receive –4. Deep Magic
Sacrificial Waves Damages yourself to deal up to 5d6 hp damage to creatures in a 30-ft. radius. Deep Magic
Swap Switch places with target carrying the divine focus. Deep Magic
Water Snakes Creates or controls surface currents within 1 mile. Deep Magic
Somnambulance Implants a suggestion into the mind of a sleeping creature. Deep Magic
Speak with Ancestors You may ask questions of your ancestors. Deep Magic
Spell Trap Turns a spellcaster’s spells of 4th level and lower against them. Deep Magic
Spellforged Sinews IV You gain a +8 bonus to Strength. Deep Magic
Snarling Steel Miniature swords form a magical shield that protects you or a target. Deep Magic
Snow Boulder Damages creatures and overruns or repositions them. Deep Magic
Stalwart Heals and cures living creatures of most conditions and harms undead. Deep Magic
Steadfast Prevents the target’s body from being moved for 3 rounds. Deep Magic
5th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead V Reanimates a once-living creature to fight for you. Deep Magic
Animate Living Skeleton M Deals 1d6 hp + 1 Con, and staggers and sickens 1 round. Deep Magic
Arrow of the Animal Spirit Ghostly animals attack a target struck with your arrow. Deep Magic
Battle Plan Grants +2 bonus to allies in advance of a battle and can predict a battle’s elements. Deep Magic
Blazing Chariot Gargantuan chariot carries you and passengers, dealing damage to those it strikes. Deep Magic
Boneshatter Target’s bones shiver and splinter, dealing damage and exhausting it. Deep Magic
Bright Errantry You or a target receives a +4 bonus on all actions for two rounds. Deep Magic
Call of Fire Held weapons gain flaming special ability. Deep Magic
Call of the Grave Target creature views you as an ally and obeys you. Deep Magic
Chaotic Spell Lash Magical whip inflicts a random status condition each time it strikes an enemy. Deep Magic
Corpsewall Creates a wall of corpses that can be animated to attack and grapple. Deep Magic
Cosmic Realignment Imposes bonuses or penalties depending on target’s alignment. Deep Magic
Create Dark Creeper Creates up to six dark creepers from a creature’s corpse. Deep Magic
Crown of Empyreal Glory Aura of light gives off sunlight, bright light, and dim light. Deep Magic
Cruor of Visions M Your blood forms a pool that acts as a crystal ball. Deep Magic
Curse Ring Unattended ring passes a curse to the next creature that wears it. Deep Magic
Diabolical Temper One humanoid target becomes mindless with rage. Deep Magic
Doom of the Earthen Maw Creates muck that can drown up to Large-sized creatures. Deep Magic
Enemy Within Target believes an insect swarm is under its skin and takes 3d6 hp damage/round. Deep Magic
Fluctuating Alignment Target’s alignment changes each minute for the spell’s duration. Deep Magic
Furious Summoning M You can summon chaotic or evil creatures at one caster level higher. Deep Magic
Grasp of the Tupilaq Steals one or more prepared spells from a target and deals damage to it. Deep Magic
Hod’s Gift You gain blindsense 60 ft. Deep Magic
Indulgence Removes burden of misdeeds from target creature. Deep Magic
Ironsides Gives a wooden ship’s hull the characteristics of iron. Deep Magic
Inspiring Speech Allies gain +2 attack bonus, benefits of Diehard, and status with respect to you. Deep Magic
Sacred Servant, Greater M Ball of light heals those it touches of 2d6+Wis modifier hp. Deep Magic
Lightning Rod Grants immunity to electricity, and electricity damage is drawn to you. Deep Magic
Liquefaction Water bursts knock creatures prone and interrupt spells. Deep Magic
Not This Day! Marks target’s body with a rune that prevents death by a specific type of harm. Deep Magic
Nova You glow and can concentrate for up to 4 rounds to damage nearby creatures. Deep Magic
Body Meld You can subsume another creature. Deep Magic
Spellforged Sinews V You gain a +10 bonus to Strength. Deep Magic
Star Burn Blast deals 1d8 hp/2 caster levels in a 30-ft. cone. Deep Magic
Starfire Fury Conjures up to six balls of light that can flank or attack. Deep Magic
Vigilant Fist Animates a fist that attacks intruders on sight. Deep Magic
Visage of Madness Your gaze attack makes enemies attack their own eyes. Deep Magic
Wall of Time Wall of force offers 50% miss chance against magical ranged attacks and spells. Deep Magic
Winding Key Construct gains extra action each round. Deep Magic
6th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead VI Reanimates a once-living creature to fight for you. Deep Magic
Astrological Charting Ends status effects and grants bonuses to resist certain spell effects. Deep Magic
Blade of My Brother M Animates a melee weapon to fight beside the target. Deep Magic
Blaze of Valor Aura increases your Cha 4+1d4 points and inspires allies. Deep Magic
Calm the Waves Area of rough water becomes calm. Deep Magic
Chaotic Vitality, Mass As chaotic vitality, but affects multiple creatures. Deep Magic
Create Tupilaq Creates a construct to track and kill an enemy. Deep Magic
Curse of Boreas Turns a target and its equipment into an inert statue of ice. Deep Magic
Essence Jar Transfers one of your organs into a jar, granting specific protections. Deep Magic
Exsanguinating Cloud Cloud obscures sight and leeches blood from creatures inside it. Deep Magic
Final Rest Negates an undead creature’s rejuvenation ability. Deep Magic
Gnashing Floor Creates a field of gnashing maws that bite creatures in the area. Deep Magic
Mass Hobble Mount One quadruped/level can’t move more than half speed and throws its rider. Deep Magic
Holy Chance Target may take best of 3 rolls for all actions attempted during 5 rounds. Deep Magic
Jormungandr’s Call The world serpent damages creatures and structures. Deep Magic
Manipulate Symbol You cannot trigger a symbol spell, and you can alter the symbol. Deep Magic
Nova Strike Deals an additional 1d8/2 levels fire damage after confirming a critical hit. Deep Magic
Sensory Deprivation Targets are blinded, deafened, take –8 to all saves and can’t react to stimuli. Deep Magic
Shroud of Death M You draw upon the life energies of all living creatures in sight. Deep Magic
Spellforged Sinews VI You gain a +12 bonus to Strength. Deep Magic
Starry Vision See the fate of all creatures up to four 5-ft. squares/level. Deep Magic
Tolling Doom Target suffers penalties and grants attackers critical confirmation bonuses. Deep Magic
Wall of Runes Ephemeral wall curses those who pass through it. Deep Magic
Weaponthwart Creates an aura that protects against attacks. Deep Magic
7th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Angelic Seal Evil creatures are damaged and stunned if they enter a warded area. Deep Magic
Animate Dead VII Reanimates a once-living creature to fight for you. Deep Magic
Bold Errantry You or a target receives a +4 bonus on all actions for three rounds. Deep Magic
Call Valkyrie Summons a valkyrie creature to aid you in battle. Deep Magic
Call Voidling Summons a voidling to fight for you. Deep Magic
Cannibal Compulsion M Target eats its own flesh, damaging it and sickening allies. Deep Magic
Celestial Fanfare Damages evil and neutral creatures in a 30-ft. radius. Deep Magic
Crawling Corruption Blast of rot entangles creatures and deals Strength and Constitution damage. Deep Magic
Guardian Deva Summoned deva suffers attacks meant for you unless attackers make a Reflex save. Deep Magic
Riding the Thunder Targets gain bonuses to Stealth and AC, but cannot cast spells or attack. Deep Magic
Spellforged Sinews VII You gain a +14 bonus to Strength. Deep Magic
Summon Lammasu/Shedu Summons either creature to fight for you. Deep Magic
Summon Star Summons a star to do your bidding. Deep Magic
Timeless Engine Drastically reduces the rate of degradation in a machine. Deep Magic
Triumph of Ice Transforms natural elements to ice or snow, affecting creatures in the area. Deep Magic
8th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Animate Dead VIII Reanimates a once-living creature to fight for you. Deep Magic
Call of Dead All corpses in the area rise as skeletons under your control. Deep Magic
Costly Victory Enemies that kill your allies take fire damage, or allies deal fire damage to enemies. Deep Magic
9th-Level Cleric/Oracle Spells
Spell Name Comp. Description Source
Angelic Seal, Greater Evil creatures take 20d6 hp damage when entering warded area. Deep Magic
Animate Dead IX Reanimates a once-living creature to fight for you. Deep Magic
Evulsion Extracts skeleton, dealing 2d6/level (max 40d6) and stunning for 1d4 rounds. Deep Magic
Gaze of Veles Creatures in a 30-ft. radius burst are stunned and then shaken and staggered. Deep Magic
One with the Cosmos Grants true seeing, freedom of movement, immunity to several effects, a +10 bonus to Knowledge checks, and you treat all Knowledge checks as if you were trained. Deep Magic
Reverse Scry Alerts caster of scrying attempts and helps you return the favor. Deep Magic
Sink Land Destroys land and structures in 500-ft. radius. Deep Magic
Spellforged Sinews IX You gain a +18 bonus to Strength. Deep Magic
Druid/Shaman Orisons
Spell Name Comp. Description Source
Cleansing Ray Ranged touch attack deals 1d6 hp to oozes or plants. Deep Magic
Drink Deep from Mimir’s Well Roll (1d20 + Wis modifier) may impart useful advice. Deep Magic
Hovering Gleam Creates a moving sphere that illuminates a 5-ft. square as a candle. Deep Magic
Puff of Smoke Attacking foes have a 20% chance to miss against a single creature. Deep Magic
Snowball Sculpts a snowball that deals 1d3 hp nonlethal damage. Deep Magic
Tan Hide Turns a skin or hide that weighs no more than 15 lbs. into quality leather. Deep Magic
Thunderclap A thunderous noise draws the attention of all creatures within 3,000 ft. Deep Magic
1st-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Aspect of the Dolphin M You gain swim speed and bonus to Swim checks. Deep Magic
Aspect of the Four Winds Bestows one of four bonuses for 1 round/level. Deep Magic
Circle of Wind Winds impart +2 to AC and +4 against heat, gases, and inhaled poisons. Deep Magic
Douse Douses a small source of natural light. Deep Magic
Fate Denied Imposes a –1 or –4 penalty to attack rolls, skill checks, and saving throws. Deep Magic
Fate Revealed Grants a +1 or +4 bonus on attack rolls, skill checks, and saving throws. Deep Magic
Feed the Forest Can be cast at any level; allows spells to escape deep forest influence. Deep Magic
Fire Under the Tongue M You can consume and expel a small fire, dealing 1d4 or 1 hp fire damage. Deep Magic
Flurry M Snow surrounds you, imparting concealment and a –4 penalty to Perception checks. Deep Magic
Freeze Potion Renders liquids in small containers temporarily undrinkable. Deep Magic
Gliding Step You can walk on top of snow rather than wading through it. Deep Magic
Goat’s Hoof Charm M Target creature can move at half speed up slopes and inclines. Deep Magic
Hearth Charm Doubles the effectiveness of a fire’s fuel. Deep Magic
Leaf Spray 15-ft. cone of leaves blinds creatures that fail a Reflex save. Deep Magic
Locate Water Detects direction and distance to bodies of water. Deep Magic
Maggots Creates maggots from dead flesh. Deep Magic
Natural Horror Gives a target a natural attack. Deep Magic
Not So Fast Reduces targets’ speed in 5-ft. increments (max. 20 ft.). Deep Magic
Mantle Camouflages target to match terrain, gaining +3 to Stealth checks. Deep Magic
Riptide Generates a tide-like wave of force. Deep Magic
Snap the Leash Removes the shackles of domestication from animals. Deep Magic
Veil Companion Hides your familiar or other companion creature. Deep Magic
Instant Pillar Pillar of stone knocks creatures prone, provides cover. Deep Magic
Vengeful Grasp Grasping hands rise from the earth to grab and harass targets. Deep Magic
Wingspan Improves a target’s fly speed and maneuverability. Deep Magic
Withered Sight Target receives –4 penalty to Perception checks and –2 to attack rolls. Deep Magic
Wolfsong Your howl conveys a message up of to nine words to wolves. Deep Magic
2nd-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Archway of Ants Non-stinging insects form a bridge, wall, ladder, etc. Deep Magic
Boulder Toss You can hurl rocks as if you had the rock throwing ability. Deep Magic
Call of Earth and Stone Asks questions of earth spirit. Deep Magic
Caustic Blood After being damaged, you can cause hp damage equal to 1d6+ Con modifier to foes within 30 ft. Deep Magic
Chaotic Vitality You and the target’s hp total randomly changes. Deep Magic
Conjure Energy Arrows Your arrows deal energy damage. Deep Magic
Converse with Drake You can communicate with any lesser dragon within 100 ft. Deep Magic
Crustacean Carapace Gain +4 natural armor bonus and ignore some underwater penalties. Deep Magic
Detect Dragons Detects creatures with the dragon type within 60 ft. Deep Magic
Defy Depth Protects creatures from cold water and depth pressure damage in deep seas. Deep Magic
Doom of the Cracked Shield M The next non-magical shield you hit in combat crumbles into dust. Deep Magic
Doom of Sundering M Damage you deal to your opponent is also applied to their weapon. Deep Magic
Elemental Surge Create an elemental ray or sphere and hurl it at a single target. Deep Magic
Furious Hooves Increases target’s base speed up to 30 ft. and grants hoof attacks. Deep Magic
Heartstrike Your next ranged attack roll gains a +10 bonus. Deep Magic
Mountain Goat’s Grit Subject acclimates to high altitudes for 1 hr./level. Deep Magic
Point the Way An arrow points you toward a specific destination. Deep Magic
Razor Maw The target’s bite attacks deal an additional 1d6 hp damage and 2 bleed damage. Deep Magic
Reverberate Creatures and objects in a 15-ft. cone take 1d6 hp/2 caster levels (max 5d6). Deep Magic
Reverse Industry Reverts manufactured components of one object to their raw state. Deep Magic
Sculpted Servant Diminutive humanoid figure serves you for 1 hr./level. Deep Magic
Shed the Rain Your skin, clothes, and gear are protected from water. Deep Magic
Slice the Air Your next arrow ignores natural winds and reduces magical winds one category. Deep Magic
Slime Form Target gains +5 AC, immunity to sneak attacks and critical hits, but can’t attack or cast spells. Deep Magic
Snowblind Stare You gain a gaze attack that inflicts snow blindness. Deep Magic
Spirit Guide Your ancestors guide you home, to sustenance, or to the surface if underground. Deep Magic
Veil Companion, Greater As veil companion, but with protection from divination. Deep Magic
Vicious Spikes Target sprouts spikes and has no proficiency penalty when attacking with them. Deep Magic
View the Past You experience events from the past. Deep Magic
Watery Sphere Rolling globe of water quenches fire and ensnares creatures. Deep Magic
3rd-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Animal Contagion A Tiny animal travels to a destination, spreading disease along the way. Deep Magic
Armor of the Mountains Grants AC bonus and immunities and damages adjacent creatures. Deep Magic
Barnacle Armor Barnacles grow to provide protection. Deep Magic
Blinding Scales Touched creature’s scales can temporarily blind or dazzle enemies. Deep Magic
Crushing Trample Overruns any creature in a path to deal at least 1d6 hp damage. Deep Magic
Doom of Serpent Coils Afflicts creatures in a 10-ft. radius (including you) with deadly poison. Deep Magic
Fire Claws Your hands deal 1d6 hp fire damage/3 caster levels (max 5d6). Deep Magic
Ghostly Arrow Your arrows become insubstantial and ignore armor bonuses. Deep Magic
Glacial Wind Freezing blast of air deals 1d4 hp/level cold damage. Deep Magic
Heavy Chains Dense tendrils of earth drag and impede a target’s movement. Deep Magic
Hunter’s Intuition M Gain a brief vision of an arrow’s previous owner. Deep Magic
Inflict Doom A living creature becomes panicked or shaken. Deep Magic
Jellied Resilience Target is immune to critical hits, gains DR 5 or 10, and corrosive weapon quality. Deep Magic
Liquid Form M You transform into living water. Deep Magic
Liquefy Air Allows you to make Improved Bull Rushes once per round as a free action. Deep Magic
Mother Stone Gain AC bonus, DR 5/slashing, and stability; reduces move to 0. Deep Magic
Ooze Touch, Lesser Transforms target’s limb into a pseudopod that allows a touch attack. Deep Magic
Phantom Dragon Disguises a creature as an adult dragon. Deep Magic
Potency of the Pack Bestows lupine traits on a group of living creatures. Deep Magic
Rain of Fangs Cylinder of fangs causes 3d6 hp damage and causes creatures to bleed. Deep Magic
Raven’s Revocation Target cannot fly or leave the ground magically. Deep Magic
Rimy Nimbus Cloud deals 1d6 hp cold damage/level (max 10d6) to everything in the area. Deep Magic
Stone Piton Column causes 1d6 hp damage and pins creatures. Deep Magic
Rally M Cures fatigue and exhaustion, and gives bonuses. Deep Magic
Wicker Man Summons an assassin vine for 1 round/level. Deep Magic
Hive Mind M Creatures touched gain group knowledge and abilities. Deep Magic
Sea of Fire Affected creatures take 1d6 hp fire damage each round and may catch fire. Deep Magic
Seeker’s Arrow Gain constant awareness of a creature you’ve struck with an arrow. Deep Magic
Shape Water You shape water into useful solid objects. Deep Magic
Spell Suppression Diminishes the power of any spell cast within its area. Deep Magic
Tame Drake Befriend a lesser dragon. Deep Magic
Thunder Arrow Your arrow emits a tremendous noise when it hits. Deep Magic
Thunderbolt M Deafens creatures within 15 ft. and deals 1d6 hp/level sonic damage to one target. Deep Magic
Tunneling Swarm Insects create a 5-ft.-diameter tunnel through earth or wood. Deep Magic
Instant Pillar, Greater As instant pillar but affects area. Deep Magic
Rending Grasp Prevents target from charging and deals 1d4 hp damage/round. Deep Magic
Waters of Eternity Gain brief, soundless visions of the near future. Deep Magic
Wind Arrow Touched arrow spreads a powerful wind gust. Deep Magic
Wresting Wind Burst of air disarms creatures in a 20-ft. burst. Deep Magic
4th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Aspect of the Ram Grants a gore attack (1d4+1 1/2 × your Str bonus) for 1 min./level. Deep Magic
Avenge the Pain You shoot an arrow that has damaged you unerringly toward your attacker. Deep Magic
Baneweapon Grants bane to one melee weapon or six projectiles. Deep Magic
Blood Spoor You follow your quarry’s trail unerringly. Deep Magic
Brittling Touched stone or metal item becomes easy to shatter. Deep Magic
Breathlessness Touched creatures do not need to breathe. Deep Magic
Conjure Giant Eagle Summons a giant eagle to fight for you. Deep Magic
Elemental Boost Add extra damage to magical attacks with elemental damage components. Deep Magic
Ensnare Ley Line Grants a measure of control over volatile ley line effects. Deep Magic
Find Treasure Finds the closest mass of metal, gems, or other similar materials. Deep Magic
Freezing Fog As fog cloud and each creature in the fog takes 3d6 hp cold damage each turn. Deep Magic
Freya’s Instant Ballista M Trees become powerful arrows. Deep Magic
Gecko’s Grip Touched target can traverse vertical surfaces and ceilings temporarily. Deep Magic
Intensifying Force Creates a cone of force to damage creatures. Deep Magic
Ironsides Gives a wooden ship’s hull the characteristics of iron. Deep Magic
Mighty Gale Wind batters all creatures and obstacles in its path. Deep Magic
Ooze Shape I You assume the form of any Small or Medium ooze. Deep Magic
Pollen Cloud Affected creatures become dazzled, fatigued, and sickened. Deep Magic
River of Moonlight Shimmering moonlight fascinates living creatures for 2d4 rounds. Deep Magic
Sacrificial Waves Damages yourself to deal up to 5d6 hp damage to creatures in a 30-ft. radius. Deep Magic
Water Snakes Creates or controls surface currents within 1 mile. Deep Magic
Share Insight You share your physical archery skills with a willing creature. Deep Magic
Shed the Elements Target is immune to fire, electricity, acid, or cold for spell’s duration. Deep Magic
Skinchange Transfers your consciousness into an animal’s body indefinitely. Deep Magic
Spirit of the Ram Grants +4 to Acrobatics, doubles jump distances, and negates armor penalties. Deep Magic
Summon Venomous Swarm Summons a swarm of venomous snakes. Deep Magic
Snow Boulder Damages creatures and overruns or repositions them. Deep Magic
Sun’s Bounty M Gain fast healing 1 when bathed in direct sunlight for 30 min. Deep Magic
5th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Bones of the Earth Creates pit that can be collapsed. Deep Magic
Burrowing Boost Gives creatures a burrow speed of 10 ft./round. Deep Magic
Coin Swarm Turns a pile of coins into a swarm of flying metal shards. Deep Magic
Diabolical Temper One humanoid target becomes mindless with rage. Deep Magic
Doom of the Earthen Maw Creates muck that can drown up to Large-sized creatures. Deep Magic
Dragonskin Gain DR and a bonus to existing natural armor. Deep Magic
Earth Wave Wave of earth carries you and up to 3 Medium creatures and damages those in its way. Deep Magic
Elemental Conversion Converts elemental damage into another type of elemental damage. Deep Magic
Faerie Ring You warp magic and time within the ring. Deep Magic
Fiery Blood M Target acquires fast healing 4 and deals fire damage to attackers. Deep Magic
Fireburst M Your next arrow explodes, dealing 1d4 hp fire damage/caster level (max 15d4). Deep Magic
Fly True Your next arrow hits exactly where you indicate. Deep Magic
Freya’s Fallen Timber Rage M Structure animates and attacks. Deep Magic
Geyser of the Dragon Turtle Cone of steam deals fire damage and bull rushes creatures. Deep Magic
Healing Bequest Heals one creature per round for 1d8 + 1/caster level hp for duration. Deep Magic
Lightning Rod Grants immunity to electricity, and electricity damage is drawn to you. Deep Magic
Liquefaction Water bursts knock creatures prone and interrupts spells. Deep Magic
Mountain Stride You can move into large stones and teleport to other stones of its type. Deep Magic
Nova You glow and can concentrate for up to 4 rounds to damage nearby creatures. Deep Magic
Ooze Touch Transforms the target’s limb into a pseudopod that does more damage. Deep Magic
Swap Switch places with target carrying the divine focus. Deep Magic
Risen Road You can travel across any terrain as if it were open plain. Deep Magic
Starfire Fury Conjures up to six balls of light that can flank or attack. Deep Magic
Steal Breath Weapon Allows you to use a dragon’s breath weapon (up to 15 dice of damage). Deep Magic
Wall of Water Creates an opaque wall of water. Deep Magic
6th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Animate Water Water becomes a construct under your control. Deep Magic
Astrological Charting Ends status effects and grants bonuses to resist certain spell effects. Deep Magic
Calm the Waves Area of rough water becomes calm. Deep Magic
Chaotic Vitality, Mass As chaotic vitality, but affects multiple creatures. Deep Magic
Elemental Blast Cone deals 6d6+1 hp damage/caster level plus an elemental effect. Deep Magic
Fault Line Squares in a 100-ft. line become difficult terrain and can trip creatures passing through. Deep Magic
Hunter’s Shot Slay a creature with one arrow. Deep Magic
Jeweled Bolt Crystals damage one flying creature and temporarily prevent it from flying. Deep Magic
Ley Hail Rocks deal 7d6 hp damage to creatures and create difficult terrain. Deep Magic
Ooze Shape II You assume the form of any Tiny, Small, Medium, or Large ooze. Deep Magic
Red Dragonfly Swarm M Summons a swarm of deadly red dragonflies. Deep Magic
Shrieking Flock Transforms you into a flock of ravens that frightens or misleads foes. Deep Magic
Storm Form You become incorporeal, able to fly, and can unleash a storm on foes. Deep Magic
7th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Fiery Sandstorm Generates sandstorm that deals bludgeoning and fire damage. Deep Magic
Triumph of Ice Transforms natural elements to ice or snow, affecting creatures in the area. Deep Magic
8th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Contagion of Rust Oxidizing cloud destroys iron items, and destroyed items create new clouds. Deep Magic
Mask of the Pharaoh Your gaze can turn foes to stone or stagger them. Deep Magic
Tidal Wave Massive tidal wave floods the area, damaging creatures and dragging them to sea. Deep Magic
9th-Level Druid/Shaman Spells
Spell Name Comp. Description Source
Ocean’s Army Summons Huge water elementals from a significant body of water. Deep Magic
One with the Cosmos Grants true seeing, freedom of movement, immunity to several effects, a +10 bonus to Knowledge checks, and you treat all Knowledge checks as if you were trained. Deep Magic
Sink Land Massive destruction of land and structures in a 500-ft. radius. Deep Magic
1st-Level Elven Archer Spells
Spell Name Comp. Description Source
Conjure Energy Arrows Your arrows deal energy damage. Deep Magic
Heartstrike Your next ranged attack roll gains a +10 bonus. Deep Magic
Invisible Hunter You and all your gear become invisible to one creature. Deep Magic
Point the Way An arrow points you toward a specific destination. Deep Magic
Shed the Rain Your skin, clothes, and gear are protected from water. Deep Magic
Slice the Air Your next arrow ignores natural winds and reduces magical winds one category. Deep Magic
2nd-Level Elven Archer Spells
Spell Name Comp. Description Source
Ghostly Arrow Your arrows become insubstantial and ignore armor bonuses. Deep Magic
Hunter’s Intuition M Gain a brief vision of an arrow’s previous owner. Deep Magic
Inflict Doom A living creature becomes panicked or shaken. Deep Magic
Nail Foot Stab a creature’s footprint to damage and slow it if you have successfully tracked it. Deep Magic
Seeker’s Arrow Gain constant awareness of a creature you’ve struck with an arrow. Deep Magic
Thunder Arrow Your arrow emits a tremendous noise when it hits. Deep Magic
Wind Arrow Touched arrow spreads a powerful wind gust. Deep Magic
3rd-Level Elven Archer Spells
Spell Name Comp. Description Source
Avenge the Pain You shoot an arrow that has damaged you toward your attacker. Deep Magic
Blood Spoor You follow your quarry’s trail unerringly. Deep Magic
Share Insight You share your physical archery skills with a willing creature. Deep Magic
4th-Level Elven Archer Spells
Spell Name Comp. Description Source
Arrow of the Animal Spirit Ghostly animals attack a target struck with your arrow. Deep Magic
Fireburst M Your next arrow explodes, dealing 1d4 hp fire damage/caster level (max 15d4). Deep Magic
Fly True Your next arrow hits exactly where you indicate. Deep Magic
Hunter’s Shot Slay a creature with one arrow. Deep Magic
Ice Arrow Ranged touch attack deals 5d6 hp cold damage and encases target in ice. Deep Magic
1st-Level Inquisitor Spells
Spell Name Comp. Description Source
Acoustic Dampening 1 target/3 levels gains +2 to saves against sonic effects. Deep Magic
Brand, Greater As brand, plus you gain a +4 bonus to track the target. Deep Magic
Cleansing Ray Ranged touch attack deals 1d6 hp to oozes or plants. Deep Magic
Compelling Question Compels creature to answer a question. Deep Magic
Invisible Hunter You and all your gear become invisible to one creature. Deep Magic
Kobold’s Fury Touched creature receives +2 to next attack roll against a larger creature. Deep Magic
Litany of Sure Steel You can manipulate your weapons and items without provoking. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
Withered Sight Target receives –4 penalty to Perception checks and –2 to attack rolls. Deep Magic
2nd-Level Inquisitor Spells
Spell Name Comp. Description Source
As You Were Undead appear as they did in life and detect as healthy, living creatures. Deep Magic
Blood Armor The blood of a foe grants you a +6 armor bonus and immunity to bleed effects. Deep Magic
Doom of Blood You bleed from the eyes and another living creature bleeds twice as much. Deep Magic
Doom of Cowards Creatures with less than 5 HD are shaken, frightened, or panicked each round. Deep Magic
Intoxicating Scent Creatures within 5 ft. of you take various penalties. Deep Magic
Lend Condemnation An ally can invoke one of your condemnations once. Deep Magic
Nail Foot Stab a creature’s footprint to damage and slow it if you have successfully tracked it. Deep Magic
Ray of the Eclipse A dark ray deals 1d6 hp cold damage and blinds target. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and double weapon damage. Deep Magic
Shared Judgment You can share one of your judgments with an ally. Deep Magic
View the Past You experience events from the past. Deep Magic
3rd-Level Inquisitor Spells
Spell Name Comp. Description Source
Baleful Conjunction Forces enemies to group together or take penalties to rolls. Deep Magic
Blessed Halo Nimbus represses darkness effects, grants you fast healing, and augments cure spells. Deep Magic
Cherub’s Burning Blade Summoned sword deals 4d6+1/2 caster levels damage. Deep Magic
Caustic Blood After being damaged, you can cause hp damage equal to 1d6+ Con modifier to foes within 30 ft. Deep Magic
Enhanced Judgment Your inquisitor level is 3 higher for determining bonuses for 1 judgment. Deep Magic
Find Treasure Finds the closest mass of metal, gems, or other similar materials. Deep Magic
Hero’s Steel Weapon becomes more intimidating, and foes may become panicked or shaken. Deep Magic
Impending Doom Target suffers when continuing a certain action. Deep Magic
Rain of Blades Calls down magical blades, dealing 1d10 damage/2 caster levels (max 10d10). Deep Magic
Revitalizing Word M Heals a creature that just took damage up to 1d6+10 hp. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Sparkfist Construct’s fists deal 1d10 hp bludgeoning and 1d8 hp electricity damage. Deep Magic
Spell Suppression Diminishes the power of any spell cast within its area. Deep Magic
Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Deep Magic
Well of Angry Souls Conjures ghostly creatures that shake, frighten, or panic enemies. Deep Magic
4th-Level Inquisitor Spells
Spell Name Comp. Description Source
Cosmic Realignment Imposes bonuses or penalties depending on target’s alignment. Deep Magic
Crown of Empyreal Glory Aura of light gives off sunlight, bright light, and dim light. Deep Magic
Deva’s Wings Grants you fly speed of 90 ft., +8 to Fly checks, and a 1d4 secondary attack. Deep Magic
Feverish Confession Touched creature reveals anything it knows for 1 round/caster level. Deep Magic
Heroic Conjunction Grouped targets receive a bonus on rolls and possible bonus damage. Deep Magic
Inevitables’ Rampage Grants DR 10/chaotic and special qualities to your weapons. Deep Magic
5th-Level Inquisitor Spells
Spell Name Comp. Description Source
Blade of My Brother M Animates a melee weapon to fight beside the target. Deep Magic
Nova You glow and can concentrate for up to 4 rounds to damage nearby creatures. Deep Magic
Nova Strike Deals an additional 1d8/2 levels fire damage after confirming a critical hit. Deep Magic
Starfire Fury Conjures up to six balls of light that can flank or attack. Deep Magic
Terrifying Gaze Grants gaze attack that causes enemies to be shaken or panicked. Deep Magic
6th-Level Inquisitor Spells
Spell Name Comp. Description Source
Angelic Seal Evil creatures are damaged and stunned if they try to enter warded area. Deep Magic
Final Rest Negates an undead creature’s rejuvenation ability. Deep Magic
Tolling Doom Target suffers penalties and grants attackers critical confirmation bonuses. Deep Magic
Magus Cantrips
Spell Name Comp. Description Source
Drink Deep from Mimir’s Well Roll (1d20 + Wis modifier) may impart useful advice. Deep Magic
1st-Level Magus Spells
Spell Name Comp. Description Source
Aspect of the Four Winds Bestows one of four bonuses for 1 round/level. Deep Magic
Dizzying Bolt Ray deals 1d6 hp sonic damage/caster level and makes target fall prone. Deep Magic
Ioun Strike Conjures a stone that deals 1d6 hp/caster level (max 5d6) and blinds for 1 round. Deep Magic
Misleading Shadows Grants a +5 enhancement bonus to some Bluff or Stealth checks. Deep Magic
Ray of the Eclipse A dark ray deals 1d6 hp cold damage and blinds target. Deep Magic
Seam Ripper Destroys non-magical clothing and subjects target to a dirty trick. Deep Magic
Speed Burst You are hasted on even rounds, but act normally or slowed on odd rounds. Deep Magic
Wind Down M Halves the duration of one ongoing spell or spell-like ability. Deep Magic
2nd-Level Magus Spells
Spell Name Comp. Description Source
As You Were Undead appear as they did in life and detect as healthy, living creatures. Deep Magic
Calling Card Implants a small object beneath the skin of a target. Deep Magic
Elemental Horns M Target’s horns deal 1d6 hp elemental damage or more. Deep Magic
Freeze Time Pauses a moving object for 1 round. Deep Magic
Pains of the Past M Opens wounds from the past, dealing 1d6 hp damage (10d6 max). Deep Magic
Reverse Industry Reverts manufactured components of one object to their raw state. Deep Magic
Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Deep Magic
Timely Distraction Successful CMB check inflicts a random status effect on target. Deep Magic
Uncanny Reach Extends your reach an additional 5 ft. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
Vril Converter Transforms spells or spell slots into vril blasts. Deep Magic
Vril Transistor Enhances range and damage of vril blasts. Deep Magic
Whistling Whorl Forms a blade of air that deals 1d8 hp and can attack up to five times. Deep Magic
3rd-Level Magus Spells
Spell Name Comp. Description Source
Aberrant Essence You are harder to hit in combat, receive +2 to attack, and can’t be flanked. Deep Magic
Animate Cloth Your clothing provides bonuses to your combat maneuvers, AC, and some skills. Deep Magic
Channel Scroll Potentially use a scroll without expending its magic. Deep Magic
Crustacean Carapace Gain +4 natural armor bonus and ignore some underwater penalties. Deep Magic
Doom of Consuming Fire Wreathes you in fire and damages you and nearby creatures. Deep Magic
Doom of Dancing Blades Creates 1d4+1/3 caster levels illusory blades that flank your enemies. Deep Magic
Elemental Grasp Touch deals 1d6+1/caster level acid, cold, electricity, or fire damage. Deep Magic
Enslave Thrall Calls a more powerful, evil familiar. Deep Magic
Impaling Swords Summons two non-magical swords to fight for you. Deep Magic
Mage’s Horrifying Leech Successful dispel check heals you or allows you to cast the spell. Deep Magic
Outflanking Boon Illusory doubles each grant one target/level a flanking bonus. Deep Magic
Prismatic Meteor Ranged touch attack deals 2d6 hp fire damage and dazzles creatures. Deep Magic
Prison Without Walls Prevents a target from moving farther than 100 ft.–5 ft./caster level. Deep Magic
Raven’s Revocation Target cannot fly or leave the ground magically. Deep Magic
Rimy Nimbus Cloud deals 1d6 hp cold damage/level (max 10d6) to everything in the area. Deep Magic
Rally M Cures fatigue and exhaustion, and gives bonuses. Deep Magic
Scintillating Lights Lights surround the target, granting concealment and illuminating the area. Deep Magic
Sparkfist Construct’s fists deal 1d10 hp bludgeoning and 1d8 hp electricity damage. Deep Magic
Starfield Conjures night sky and calls down falling stars on enemies. Deep Magic
Step Outside You and a target briefly travel into another dimension. Deep Magic
Strength of Madness Trades a –2 penalty to Will saves for +1 to attack and damage rolls. Deep Magic
Summon Wondrous Item Summons a random minor wondrous item for 1 round/level. Deep Magic
Vril Feedback Failed spells cast by enemies are absorbed and transformed into usable vril energy. Deep Magic
4th-Level Magus Spells
Spell Name Comp. Description Source
Arcane Bulwark You sacrifice a spell up to 4th level to gain DR for 1 round/level. Deep Magic
Carapace Encases you in armor, granting up to 50 temporary hp. Deep Magic
Deific Vision Transports your eyes into another dimension, allowing augmented vision. Deep Magic
Dimensional Bleed Slashes target’s artery, causing 1d6 hp and 1 bleed hp damage/round. Deep Magic
Earth Shield Increases natural armor and grants immunity to unarmed and ranged attacks. Deep Magic
Eldritch Blood M An enemy’s blood grants an ally limited abilities of a specific sorcerer bloodline. Deep Magic
Elemental Vengeance Grants resistance 5 to energy types and damages foes that incapacitate you. Deep Magic
Lift Levitates unwilling creatures 5 ft./round until they reach an obstacle or the spell ends. Deep Magic
Mine! An object weighing 15 lbs. or less is insubstantial to all but the caster. Deep Magic
Starfire Fury Conjures up to six balls of light that can flank or attack. Deep Magic
Treasure Disk Moves large treasure hoards quickly, as with floating disk. Deep Magic
5th-Level Magus Spells
Spell Name Comp. Description Source
Baneweapon Grants bane to one melee weapon or six projectiles. Deep Magic
Create Wormhole Creates two points through which creatures can instantly teleport. Deep Magic
Dancing Wand Animates your wand for 4 rounds, allowing you to take standard actions. Deep Magic
Heart Skewer Deals up to 12d6 hp + 1 /caster level by skewering an internal organ. Deep Magic
Mantle of Blades Six conjured blades provide +6 shield bonus or can be thrown. Deep Magic
Nova You glow and can concentrate for up to 4 rounds to damage nearby creatures. Deep Magic
Nova Strike Deals an additional 1d8/2 levels fire damage after confirming a critical hit. Deep Magic
Splinter Stone Swarm of ioun stones explodes, dealing 1d6 hp/caster level (max 15d6). Deep Magic
Stalls of the Pharaoh Your fingers can fire lightning bolts that deal 1d6 hp/caster level. Deep Magic
Swirl of Axes Medium axes stay in targets’ squares and can be commanded to attack. Deep Magic
6th-Level Magus Spells
Spell Name Comp. Description Source
Blind Seer’s Madness Paralyzes, fascinates, and blinds targets for 1 min./level Fiery Lightning Lightning bolt deals electricity damage and fire damage. Deep Magic
Glyph of Remembrance Glyph can store spells with a total of 1/3 your caster level. Deep Magic
Star Swarm M Stones burst from your hand, dealing 4d6 hp damage and inflicting a random effect. Deep Magic
Summon Greater Wondrous Item Summons random Medium wondrous item for 1 round/level. Deep Magic
1st-Level Paladin Spells
Spell Name Comp. Description Source
Hone Blade Grants weapon +1 damage to its next successful hit. Deep Magic
Litany of Sure Steel You can manipulate your weapons and items without provoking. Deep Magic
Protection from Lesser Dragons +2 to AC and saves, plus additional protection against lesser dragons. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
Shieldlight Causes shield to glow with magical sunlight. Deep Magic
Unsleeping Touched creature is immune to effects of fatigue. Deep Magic
2nd-Level Paladin Spells
Spell Name Comp. Description Source
Battlemight Creates a transferable aura that provides +2 armor bonus to AC. Deep Magic
Blessed Chance Make 3 rolls and choose the most favorable result for a specific action. Deep Magic
Might of the Champion Touched creature gains +5 Str. Deep Magic
Transform Shield Temporarily creates any item of any material from a shield. Deep Magic
3rd-Level Paladin Spells
Spell Name Comp. Description Source
Blessed Halo Nimbus represses darkness effects, grants you fast healing, and augments cure spells. Deep Magic
Cherub’s Burning Blade Summoned sword deals 4d6+1/2 caster levels damage. Deep Magic
Hero’s Steel Weapon becomes more intimidating, and foes may become panicked or shaken. Deep Magic
Cleansing Conflagration Deals 1d12/2 levels to undead, aberrations, and evil outsiders. Deep Magic
Lion’s Courage Target creature is immune to frightful presence and can’t be shaken or frightened. Deep Magic
Rain of Blades Calls down magical blades, dealing 1d10 damage/2 caster levels (max 10d10). Deep Magic
Rally M Cures fatigue and exhaustion, and gives bonuses. Deep Magic
4th-Level Paladin Spells
Spell Name Comp. Description Source
Angelic Seal Evil creatures are damaged and stunned if they enter a warded area. Deep Magic
Battleward A shield can reflect spells or fly. Deep Magic
Bright Errantry You or a target receives a +4 bonus on all actions for two rounds. Deep Magic
Call of Fire Held weapons gain flaming special ability. Deep Magic
Cosmic Realignment Imposes bonuses or penalties depending on target’s alignment. Deep Magic
Crown of Empyreal Glory Aura of light gives off sunlight, bright light, and dim light. Deep Magic
Deva’s Wings Grants you fly speed of 90 ft., +8 to Fly checks, and a 1d4 secondary attack. Deep Magic
Exalted Chance You may make 5 rolls or a target may make 3 rolls for a specific action. Deep Magic
Inspiring Speech Allies gain +2 attack bonus, benefits of Diehard, and status with respect to you. Deep Magic
Nova Strike Deals an additional 1d8/2 levels fire damage after confirming a critical hit. Deep Magic
Risen Road You can travel across any terrain as if it were open plain. Deep Magic
Snarling Steel Miniature swords form a magical shield that protects you or a target. Deep Magic
Stalwart Heals and cures living creatures of most conditions and harms undead. Deep Magic
Steadfast Prevents the target’s body from being moved for 3 rounds. Deep Magic
Vigilant Fist Animates a fist that attacks intruders on sight. Deep Magic
1st-Level Ranger Spells
Spell Name Comp. Description Source
Acoustic Dampening 1 target/3 levels gains +2 to saves against sonic effects. Deep Magic
Fire Under the Tongue M You can consume and expel a small fire, dealing 1d4 or 1 hp fire damage. Deep Magic
Flurry M Snow surrounds you, imparting concealment and a –4 penalty to Perception checks. Deep Magic
Gliding Step You can walk on top of snow rather than wading through it. Deep Magic
Goat’s Hoof Charm M Target creature can move at half speed up slopes and inclines. Deep Magic
Hearth Charm Doubles the effectiveness of a fire’s fuel. Deep Magic
Invisible Hunter You and all your gear become invisible to one creature. Deep Magic
Locate Water Detects direction and distance to bodies of water. Deep Magic
Nail Foot Stab a creature’s footprint to damage and slow it if you have successfully tracked it. Deep Magic
Natural Horror Gives a target a natural attack. Deep Magic
Porevit’s Mantle Camouflages target to match terrain, gaining +3 to Stealth checks. Deep Magic
Puff of Smoke Attacking foes have a 20% chance to miss against a single creature. Deep Magic
Razor Maw The target’s bite attacks deal an additional 1d6 hp damage and 2 bleed damage. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
Shed the Rain Your skin, clothes, and gear are protected from water. Deep Magic
Tan Hide Turns a skin or hide that weighs no more than 15 lbs. into quality leather. Deep Magic
Veil Companion Hides your familiar or other companion creature. Deep Magic
Wingspan Improves a target’s fly speed and maneuverability. Deep Magic
Wolfsong Your howl conveys a message up of to nine words to wolves. Deep Magic
2nd-Level Ranger Spells
Spell Name Comp. Description Source
Archway of Ants Non-stinging insects form a bridge, wall, ladder, etc. Deep Magic
Conjure Energy Arrows Your arrows deal energy damage. Deep Magic
Converse with Drake You can communicate with any lesser dragon within 100 ft. Deep Magic
Crushing Trample Overruns any creature in a path to deal at least 1d6 hp damage. Deep Magic
Detect Dragons Detects creatures with the dragon type within 60 ft. Deep Magic
Fortified Hoard Acts as alarm, but lasts longer and covers a larger area. Deep Magic
Grudge Match Allies and corresponding enemies receive +2 to saves, attacks, ability checks, skill checks and weapon damage. Deep Magic
Heartstrike Your next ranged attack roll gains a +10 bonus. Deep Magic
Mountain Goat’s Grit Subject acclimates to high altitudes for 1 hr./level. Deep Magic
Point the Way An arrow points you toward a specific destination. Deep Magic
Reaver Spirit M Allies gain +2 to Str and Con, –2 to AC, and can double weapon damage. Deep Magic
Slice the Air Your next arrow ignores natural winds and reduces magical winds one category. Deep Magic
Veil Companion, Greater As veil companion, but with protection from divination. Deep Magic
3rd-Level Ranger Spells
Spell Name Comp. Description Source
Aspect of the Ram Grants a gore attack (1d4+1 1/2× your Str bonus) for 1 min./level. Deep Magic
Caustic Blood After being damaged, you can cause hp damage equal to 1d6+ Con modifier to foes within 30 ft. Deep Magic
Freya’s Instant Ballista M Trees become powerful arrows. Deep Magic
Ghostly Arrow Your arrows become insubstantial and ignore armor bonuses. Deep Magic
Heavy Chains Dense tendrils of earth drag and impede a target’s movement. Deep Magic
Hero’s Steel Weapon becomes more intimidating, and foes may become panicked or shaken. Deep Magic
Hunter’s Intuition M Gain a brief vision of an arrow’s previous owner. Deep Magic
Impaling Swords Summons two non-magical swords to fight for you. Deep Magic
Inflict Doom A living creature becomes panicked or shaken. Deep Magic
Labyrinth Mastery Directs you to the nearest exit, grants bonuses to skills and initiative checks, and gives you a perfect memory of mazes you explore. Deep Magic
Potency of the Pack Bestows lupine traits on a group of living creatures. Deep Magic
Rally M Cures fatigue and exhaustion, and gives bonuses. Deep Magic
Seeker’s Arrow Gain constant awareness of a creature you’ve struck with an arrow. Deep Magic
Tame Drake Befriend a lesser dragon. Deep Magic
Thunder Arrow Your arrow emits a tremendous noise when it hits. Deep Magic
Tunneling Swarm Insects create a 5-ft.-diameter tunnel through earth or wood. Deep Magic
Wind Arrow Touched arrow spreads a powerful wind gust. Deep Magic
4th-Level Ranger Spells
Spell Name Comp. Description Source
Avenge the Pain You shoot an arrow that has damaged you back at your attacker. Deep Magic
Blood Spoor You follow your quarry’s trail unerringly. Deep Magic
Conjure Giant Eagle Summons a Large giant eagle to fight for you. Deep Magic
Intensifying Force Creates a cone of force to damage creatures. Deep Magic
Mountain Stride You can move into large stones and teleport to other stones of its type. Deep Magic
Risen Road You can travel across any terrain as if it were open plain. Deep Magic
Share Insight You share your physical archery skills with a willing creature. Deep Magic
Shrieking Flock Transforms you into a flock of ravens that frightens or misleads foes. Deep Magic
Snow Boulder Damages creatures and overruns or repositions them. Deep Magic
Sun’s Bounty M Gain fast healing 1 when bathed in direct sunlight for 30 min. Deep Magic
Shadowsworn Spells
Spell Name Comp. Description Source
Deepen Shadow Creates shadows in a 5-ft. square that grant +4 to Stealth checks. Deep Magic
Douse Douses a small source of natural light. Deep Magic
Resize Shadow Changes the size of a natural shadow. Deep Magic
Shadow Bite Pricks creature with a needle of sharp pain. Deep Magic
Shadow Blindness Impairs darkvision. Deep Magic
Silhouette Creates shadow figures against a screen or wall. Deep Magic
1st-Level Shadowsworn Spells
Spell Name Comp. Description Source
Compelling Fate View actions through the influence of stars. Deep Magic
Compelling Question Compels creature to answer a question. Deep Magic
Consume Light You absorb target mundane light source to gain 1d4 temporary hp. Deep Magic
Light Blindness Blinds creatures that see in daylight. Deep Magic
Light Warding Barrier of light wards against creature type. Deep Magic
Orb of Light, Lesser Ranged touch attack deals 1d8 hp positive energy/2 caster levels. Deep Magic
Shadow Hands M Hands deal 1d6 hp cold damage/level (max 5d6). Deep Magic
Shadow Shape Changes the shape of a shadow, damaging shadow-based creatures. Deep Magic
Silent Sound M Inflicts 1d6 hp sonic damage/level (5d6 max). Deep Magic
Spy My Shadow Use your shadow as a spy. Deep Magic
2nd-Level Shadowsworn Spells
Spell Name Comp. Description Source
Shadow Jump Move through shadows within Medium range (100 ft. + 10 ft./level). Deep Magic
Silent Combat Subject of spell is rendered utterly silent. Deep Magic
Slither M Become a shadow for 1 round. Deep Magic
3rd-Level Shadowsworn Spells
Spell Name Comp. Description Source
Orb of Light Ranged touch attack deals 1d6 hp positive energy/level. Deep Magic
Shadow Snare Transforms a shadow into a tentacle that can damage nearby opponents. Deep Magic
Terror Panics one living creature. Deep Magic
4th-Level Shadowsworn Spells
Spell Name Comp. Description Source
Black Hand M Touch attack deals 1d3 Strength, Dexterity, and Constitution damage. Deep Magic
Flickering Fate Gain +4 insight bonus to attack rolls by glimpsing foes’ future actions. Deep Magic
Shadow Attack Damages opponents by striking or touching their shadows. Deep Magic
Shadow Slaves You vomit forth 1d3 shadows and take 1 point Str damage/shadow. Deep Magic
Starfall Cast up to 3 bolts at different targets, which deal 3d12 hp damage. Deep Magic
5th-Level Shadowsworn Spells
Spell Name Comp. Description Source
Shadow Plane Adaptation You become immune to the Shadow Plane’s effects. Deep Magic
Solid Darkness Obscures all sight, slows creatures, and grants full concealment. Deep Magic
Starry Vision See the fate of all creatures up to four 5-ft. squares/level. Deep Magic
Sorcerer/Wizard Cantrips
Spell Name Comp. Description Source
Universal
Awaken the Deep Magic M Generates a new, random ley line ability from a higher-power table. Deep Magic
Sea Legs You ignore violent motion while casting spells. Deep Magic
Clockwork
Analyze Device Identifies all properties of clockwork device. Deep Magic
Chronal Lance Creates 1 lance +1 /3 caster levels that staggers targets for 1 round/level. Deep Magic
Quicken Grants one creature +1 to initiative for 1 min. Deep Magic
Tick Stop Construct can take only one move action on its next turn. Deep Magic
Conjuration Deep Magic
Hovering Gleam Creates a moving sphere that illuminates a 5-ft. square as a candle. Deep Magic
Inky Ray Ray of ink blinds a Large or smaller creature. Deep Magic
Rope Lock A rope coils to a fixed point, ties itself there, and can tie or untie itself as a standard action. Deep Magic
Slap Successful ranged touch attack deals 1d6 hp nonlethal bludgeoning damage. Deep Magic
Toolkit Summons any known tool to your hand to complete a specific task. Deep Magic
Divination Deep Magic
Drink Deep from Mimir’s Well Roll (1d20 + Wis modifier) may impart useful advice. Deep Magic
Shadowsworn Deep Magic
Shadowsworns’ forte is combining roguery with shadow magic. Although often the villains in adventures, these mysterious and stealthy tricksters make great dark heroes, too, and many of the spells to which they have access can be found in this book. Deep Magic
For more information about the shadowsworn class, see the Player’s Guide to the Crossroads. Deep Magic
Enchantment Deep Magic
Glorious Music Provides +1 bonus to Bluff, Diplomacy, and Intimidate checks against target. Deep Magic
Leprechaun’s Luck Turns one gold piece into a +1 bonus or a –1 penalty to a die roll. Deep Magic
Evocation Deep Magic
Hoarfrost Weapon you hold deals an additional 1d3 hp cold damage. Deep Magic
Puff of Smoke Attacking foes have a 20% chance to miss against a single creature. Deep Magic
Thunderclap A thunderous noise draws the attention of all creatures within 3,000 ft. Deep Magic
Illumination Deep Magic
Deepen Shadow Creates shadows in a 5-ft. square that grant +4 to Stealth checks. Deep Magic
Douse Douses a small source of natural light. Deep Magic
Resize Shadow Changes the size of a natural shadow. Deep Magic
Shadow Bite Pricks creature with a needle of sharp pain. Deep Magic
Shadow Blindness Impairs darkvision. Deep Magic
Silhouette Creates shadow figures against a screen or wall. Deep Magic
Illusion Deep Magic
Duel Arcane casters’ duel grants +1 to spell attacks or +1 to Spellcraft for 12 hrs. Deep Magic
Hide The DC to Perception checks made to see the target object increases by +20. Deep Magic
Necromancy Deep Magic
Blood Tide Target bleeds, imposing a –2 penalty on Int-, Cha-, and Wis-based checks. Deep Magic
Maggots Creates maggots from dead flesh. Deep Magic
Transmutation Deep Magic
Aspect of the Four Winds Bestows one of four bonuses for 1 round/level. Deep Magic
Blinding Scales Touched creature’s scales can temporarily blind or dazzle enemies. Deep Magic
Float You or a target hovers about 1 ft. above any surface. Deep Magic
Kobold’s Fury Touched creature receives +2 to next attack roll against a larger creature. Deep Magic
Leap Grants a +5, +10, or +15 enhancement bonus to Acrobatics checks made to jump. Deep Magic
Seam Ripper Destroys non-magical clothing and subjects target to a dirty trick. Deep Magic
Slide You or a willing creature may fall prone to make a double move as a single move action. Deep Magic
Snowball Sculpts a snowball that deals 1d3 hp nonlethal damage. Deep Magic
1st-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration
Acoustic Dampening 1 target/3 levels gains +2 to saves against sonic effects. Deep Magic
Protection from Lesser Dragons +2 to AC and saves, plus additional protection against lesser dragons. Deep Magic
Silent Sound M Inflicts 1d6 hp sonic damage/level (5d6 max). Deep Magic
Clockwork
Animate Construct I Animated material or construct serves you. Deep Magic
Armored Shell You don a suit of heavy armor. Deep Magic
Not So Fast Reduces targets’ speed in 5-ft. increments (max 20 ft.). Deep Magic
Pendulum Target creature succeeds and fails in a predictable manner. Deep Magic
Temporal Ripple Nearby creatures must reroll initiative. Deep Magic
Tireless Target gains the stamina of a machine for 24 hrs. Deep Magic
Wind Down M Halves the duration of one ongoing spell or spell-like ability. Deep Magic
Conjuration
Harrying Cipher Animates a Tiny construct made of written symbols to attack for you. Deep Magic
Ink Cloud M Cloud of ink obscures you. Deep Magic
Ray of the Eclipse A dark ray deals 1d6 hp cold damage and blinds target. Deep Magic
Speed Burst You are hasted on even rounds, but act normally or slowed on odd rounds. Deep Magic
Summon Blade Summons a light, one-handed weapon via a string. Deep Magic
Voidmote Missile deals 1d3+1 hp cold damage and may fatigue the target. Deep Magic
Divination
Fate Denied Imposes a –1 or –4 penalty to attack rolls, skill checks, and saving throws. Deep Magic
Fate Revealed Grants a +1 or +4 bonus on attack rolls, skill checks, and saving throws. Deep Magic
Locate Water Detects direction and distance to bodies of water. Deep Magic
Seeing Stones Empowers ioun stones to provide all-around vision. Deep Magic
Evocation
Circle of Wind Winds impart +2 to AC and +4 against heat, gases, and inhaled poisons. Deep Magic
Dizzying Bolt Ray deals 1d6 hp sonic damage/caster level and makes target fall prone. Deep Magic
Ioun Strike Conjures a stone that deals 1d6 hp/caster level (max 5d6) and blinds for 1 round. Deep Magic
Mucus Spray Cone-shaped burst of mist deals 1d4 hp acid/caster level and dazes targets. Deep Magic
Illumination Deep Magic
Compelling Question Compels creature to answer a question. Deep Magic
Consume Light You absorb target mundane light source to gain 1d4 temporary hp. Deep Magic
Light Blindness Blinds creatures that see in daylight. Deep Magic
Misleading Shadows Grants a +5 enhancement bonus to some Bluff or Stealth checks. Deep Magic
Orb of Light, Lesser Ranged touch attack deals 1d8 hp positive energy/2 caster levels. Deep Magic
Shadow’s Blessing Creature gains bonuses to Stealth and concealment depending on light level. Deep Magic
Shadow Hands M Hands deal 1d6 hp cold damage/level (max 5d6). Deep Magic
Shadow Shape Changes the shape of a shadow, damaging shadow-based creatures. Deep Magic
Illusion
Deceitful Presence Avoid attacks of opportunity when making ranged attacks. Deep Magic
Feral Scent Changes a creature’s scent to mimic your own. Deep Magic
Veil Companion Hides your familiar or other companion creature. Deep Magic
Necromancy
Animate Dead I Reanimates a once-living creature to fight for you. Deep Magic
Corpse Rebellion Confuses an undead creature. Deep Magic
Darkblindness Removes any ability to see in darkness for 1 hr./level. Deep Magic
Hobble Mount Quadruped cannot move at more than half speed without taking 1d6 hp damage. Deep Magic
Memento Mori Creatures that fail a Will save lose their next standard action. Deep Magic
Purge Pests Kills animals or vermin with 1 HD/caster level (max 5 HD). Deep Magic
Withered Sight Target receives –4 penalty to Perception checks and –2 to attack rolls. Deep Magic
Transmutation
Aspect of the Dolphin M You gain swim speed and a Swim check bonus. Deep Magic
Efficacious Perception Grants bonuses to Perception and Sense Motive checks. Deep Magic
Elemental Scale Grants bonus to AC and resistance 5 to fire, cold, electricity, or acid. Deep Magic
Full Lung You can hold your breath longer. Deep Magic
Freeze Potion Renders liquids in small containers temporarily undrinkable. Deep Magic
Goat’s Hoof Charm M Target creature can move at half speed up slopes and inclines. Deep Magic
Natural Horror Gives a target a natural attack. Deep Magic
Oozy Transparency Imposes a –8 penalty to Perception checks to see target creature. Deep Magic
Razor Maw The target’s bite attacks deal an additional 1d6 hp damage and 2 bleed damage. Deep Magic
Skinbook Scribed ciphers on your skin serve as spells on scrolls or in a spellbook. Deep Magic
Spellforged Sinews I You gain a +2 bonus to Strength. Deep Magic
Stanch Target’s blood coagulates, stabilizing it, ending bleed effects, and giving immunity to bleed. Deep Magic
Step Like Me Steal the footsteps of a target creature within one size category of you. Deep Magic
Stenchcoin Target coin becomes stinky, contaminating nearby coins and nauseating creatures. Deep Magic
Vril Refraction Split vril blasts into multiple rays. Deep Magic
Weapon of Blood Your spilled blood creates at least a +1 dagger. Deep Magic
Wingspan Improves a target’s fly speed and maneuverability. Deep Magic
2nd-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration
Defending Glyph Orbiting glyph absorbs damage. Deep Magic
Dome of Silence Dome surrounds area around you, hampering sound and sonic damage. Deep Magic
Fortified Hoard Acts as alarm, but lasts longer and covers a larger area. Deep Magic
Clockwork Deep Magic
Analyze Device, Greater Identifies all properties of clockwork device. Deep Magic
Animate Construct II Animated material or construct serves you. Deep Magic
Clockwork Timer Delays activation of spell by rounds or minutes. Deep Magic
Chrono Location Moves target east or west 15 miles/caster level. Deep Magic
Decelerate Slows a target’s speed by half each round, rounded up to the nearest 5-ft. increment. Deep Magic
Gear Barrage You launch a cone-shaped burst of gears. Deep Magic
Lock Armor Metal armor becomes immobilized as if welded. Deep Magic
Pains of the Past M Opens wounds from the past, dealing 1d6 hp damage (10d6 max). Deep Magic
Repair Metal Repairs 1d8+5 hp damage to metal object or construct. Deep Magic
Reverse Industry Reverts manufactured components of one object to their raw state. Deep Magic
Conjuration Deep Magic
Torchbearers Conjures 1d6 mindless force servants, which emit torchlight. Deep Magic
Bitter Chains Turns a ring you wear into sharp chains that entangle the target. Deep Magic
Black Dust Obscures obstacles on the ground and coats invisible objects and creatures. Deep Magic
Bloodshot M Fires a 10-ft. line of blood from your eyes for 1 round/level, dealing 1d6+1/caster level. Deep Magic
Breaching Sphere Acidic energy sphere deals 2d6 hp acid damage + 1d6/2 levels past 4th. Deep Magic
Calling Card Implants a small object beneath the skin of a target. Deep Magic
Chaotic Vitality You and the target’s hp total randomly changes. Deep Magic
Doom of the Slippery Rogue Those standing or climbing must make a Climb check or fall prone. Deep Magic
Freeze Time Pauses a moving object for 1 round. Deep Magic
Sculpted Servant Diminutive humanoid figure serves you 1 hr./level. Deep Magic
Torc of the Pharaoh Grants +4 AC and 25% chance to negate criticals or avoid sneak attacks. Deep Magic
Uncanny Reach Extends your reach an additional 5 ft. Deep Magic
Divination Deep Magic
Converse with Drake You can communicate with drakes. Deep Magic
Detect Dragons Detects creatures with the dragon type within 60 ft. Deep Magic
Master’s Eyes You may identify targets for ranged spells through your familiar. Deep Magic
Mind’s Eye Map Creates a map taken directly from the target’s mind. Deep Magic
View the Past You experience events from the past. Deep Magic
Enchantment Deep Magic
Blood Lure M A blood puddle compels blood-feeding creatures to feed on it as if fascinated. Deep Magic
Confound Languages Replaces targets’ languages with random ones. Deep Magic
Horrid Revelations Enemies in a 60-ft. radius take a –4 penalty when trying to disbelieve illusions. Deep Magic
Intoxicating Scent Creatures within 5 ft. of you take various penalties. Deep Magic
Snap the Leash Removes the shackles of domestication from animals. Deep Magic
Tame Drake Befriend a lesser dragon. Deep Magic
Treasure Jump Target object of 1 lb. or less teleports 10 ft./level to a location of your choice. Deep Magic
Evocation Deep Magic
Agonizing Sphere Deals 2d6 hp+1d6/2 caster levels and stuns for at least 1 round. Deep Magic
Armor of the Mountains Grants AC bonus and immunities and damages adjacent creatures. Deep Magic
Bone Shards You fire up to three bone shards to deal 2d6 hp damage + 1d4 hp bleed damage. Deep Magic
Bone Swarm You animate a mass of bones to damage your foes. Deep Magic
Elemental Glyphs Swirling glyphs deal energy damage as ranged touch attacks. Deep Magic
Elemental Horns M Target’s horns deal 1d6 hp elemental damage or more. Deep Magic
Reverberate Creatures and objects in a 15-ft. cone take 1d6 hp/2 caster levels (max 5d6). Deep Magic
Riptide Generates a tide-like wave of force. Deep Magic
Shadowbolt Line deals 1d6/caster level hp negative energy and electricity damage. Deep Magic
Timely Distraction Successful CMB check inflicts a random status effect on target. Deep Magic
Whistling Whorl Forms a blade of air that deals 1d8 hp and can attack up to five times. Deep Magic
Illumination
Light Warding Barrier of light wards against creature type. Deep Magic
Shadow Jump Move through shadows within Medium range (100 ft. + 10 ft./level). Deep Magic
Slither M Become a shadow for 1 round. Deep Magic
Starbolt M Star bolts deal 1d6+1 hp damage/2 levels. Deep Magic
Illusion
Bestial Lure Glyph summons a tiger or dire tiger when triggered. Deep Magic
I Am A Rock Small or Medium humanoid is glamered to look like a rock or trash. Deep Magic
Inquisitor’s Bane Magically obscures the truth. Deep Magic
Skittering Vermin Phantasmal vermin distract and confuse target creature. Deep Magic
Trapshadow Makes it more difficult to detect a trap. Deep Magic
Uncanny Utterance Projects your voice to creatures looking your way within a long range. Deep Magic
Veil Companion, Greater As veil companion, but with protection from divination. Deep Magic
Necromancy Blood Armor The blood of a foe grants you a +6 armor bonus and immunity to bleed effects. Deep Magic
Blood Tide, Greater Target suffers –2 penalty on Int-, Wis-, and Cha-base checks and takes 1d4 hp bleeding damage/round. Deep Magic
Curse of Incompetence Target takes –6 penalty to skill Int-, Wis-, and Cha-based skill checks. Deep Magic
Dark Brand Marks a creature as a friend or foe of dark folk and grants them bonuses or penalties. Deep Magic
Raise Lesser Undead As animate dead, but creates a single skeleton or zombie. Deep Magic
Snowblind Stare You gain a gaze attack that inflicts snow blindness. Deep Magic
Transmutation Bone Machine Grants constructs +10 to some Climb and Acrobatics checks. Deep Magic
Bulwark of Blades Orbiting blades provoke attacks of opportunity and make ranged attacks. Deep Magic
Cannibalize Heals you by destroying up to 4 HD of undead creatures. Deep Magic
Caustic Blood After being damaged, you can cause hp equal to 1d6+ Con modifier to foes within 30 ft. Deep Magic
Defy Depth Protects creatures from cold water and depth pressure damage in deep seas. Deep Magic
Devil’s Charm Gain Cha bonus that declines by 1 at the start of each following round. Deep Magic
Elemental Surge Create an elemental ray or sphere and hurl it at a single target. Deep Magic
Enticing Gleam Gems, gold, or art objects appear 10× as valuable as they are. Deep Magic
Furious Hooves Increases target’s base speed up to 30 ft. and grants hoof attacks. Deep Magic
Bloody Vengeance Target weapon deals additional bleed damage on a sneak attack. Deep Magic
Lacerate Grants two claw attacks at your BAB; if you already have claws, you gain rend. Deep Magic
Lizardbane Turns any fire into a geyser that attacks reptiles and draconic creatures. Deep Magic
Message in a Bottle Seals a spoken message of varying length into a bottle. Deep Magic
Silent Combat Target is rendered utterly silent. Deep Magic
Slime Form Target gains +5 AC, immunity to sneak attacks and critical hits, but can’t attack or cast spells. Deep Magic
Spellforged Sinews II You gain a +4 bonus to Strength. Deep Magic
Spy My Shadow Use your shadow as a spy. Deep Magic
Tempest Roiling water hampers movement and hinders Swim checks. Deep Magic
Tripping Stick Animates a stick or pole to trip a nearby opponent. Deep Magic
Twistmap Renders a map seriously inaccurate for 2 hrs./level. Deep Magic
Vicious Spikes Target sprouts spikes and has no proficiency penalty when attacking with them. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
Vril Annexation You sacrifice damage to deliver low-level touch range spells through vril blasts. Deep Magic
Vril Converter Transforms spells or spell slots into vril blasts. Deep Magic
Vril Transistor Enhances range and damage of vril blasts. Deep Magic
Water Hammer Globes of freezing water damage targets. Deep Magic
Witch’s Escape Touched creature gains 60 ft. fly speed for 3 rounds. Deep Magic
3rd-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Clockwork Deep Magic
Animate Construct III Animated material or construct serves you. Deep Magic
Spell Suppression Diminishes the power of any spell cast within its area. Deep Magic
Thousand Darts Create a single-target line of darts within range. Deep Magic
Time Step Your natural movement speeds, including 5-ft. steps, double for 1 round/level. Deep Magic
Winding Key Construct gains extra action each round. Deep Magic
Conjuration Deep Magic
Aberrant Essence You are harder to hit in combat, receive +2 to attack, and can’t be flanked. Deep Magic
Barnacle Armor Barnacles grow to provide protection. Deep Magic
Blindflies Cloud of fruit flies erupts from touched object, blinding those in a 20-ft. radius. Deep Magic
Enslave Thrall Calls a more powerful, evil familiar. Deep Magic
Force Phalanx Humanoids form a protective, 50-ft. line with hardness 30 and 10 hp/CL. Deep Magic
Heavy Chains Dense tendrils of earth drag and impede a target’s movement. Deep Magic
Impaling Swords Summons two non-magical swords to fight for you. Deep Magic
Marauding Cipher Summons a powerful, inky construct to fight for you. Deep Magic
Patron’s Aspect Conjures a fiendish image, causing an enemy to flee or freeze with fright. Deep Magic
Portal Jaunt You teleport between doors. Deep Magic
Prison Without Walls Prevents a target from moving farther than 100 ft.–5 ft./caster level. Deep Magic
Puddle Jump You teleport between bodies of water. Deep Magic
Stone Piton Column causes 1d6 hp damage and pins creatures. Deep Magic
Sea of Fire Affected creatures take 1d6 hp fire damage each round and may catch fire. Deep Magic
Sea of Ink A sinkhole of ink can pin and drown creatures in it. Deep Magic
Slimy Madness Creatures in a 10-sq.-ft. area fall and take Wisdom damage. Deep Magic
Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Deep Magic
Snakeball Shoots snakes that bite and possibly poison enemies in a 20-ft.-radius cone. Deep Magic
Star Fall Conjures night sky and calls down falling stars on enemies. Deep Magic
Step Outside You and a target briefly travel into another dimension. Deep Magic
Summon Mounts As mount, but summons three mounts/three levels. Deep Magic
Summon Undead Summons an allip, flying skull, ghast, or necrophidius to fight for you. Deep Magic
Summon Wondrous Item Summons a random minor wondrous item for 1 round/level. Deep Magic
Divination Deep Magic
Ocularum Inscribed glyph allows you to scry on area from afar. Deep Magic
Hive Mind M Creatures touched gain group knowledge and abilities. Deep Magic
Symbol of Condemnation Symbol makes others unfriendly toward targets. Deep Magic
Enchantment Deep Magic
Blind Spot Target creature cannot see you. Deep Magic
Mindquake Negative energy burst shakes creatures. Deep Magic
Ravenous Urge Target becomes overcome with urge to eat the living. Deep Magic
Evocation Deep Magic
Doom of Consuming Fire Wreathes you in fire and damages you and nearby creatures. Deep Magic
Elemental Grasp Touch deals 1d6+1/caster level acid, cold, electricity, or fire damage. Deep Magic
Elfmarked for Death Ranged touch attack deals 3d6 hp damage or 5d6 when targeting an elf. Deep Magic
Fire Claws Your hands deal 1d6 hp fire damage/3 caster levels (max 5d6). Deep Magic
Hands of the Djinn Touch deals 1d6/2 caster levels elemental damage and other effects. Deep Magic
Slingshot Fires one or more kobolds as if from a catapult. Deep Magic
Smarting Slivers Object explodes, dealing 1d6 hp/caster level and sickening victims. Deep Magic
Ley Energy Bolt Fires a bolt of ley energy that deals 1d6 hp/caster level (max 10d6). Deep Magic
Prismatic Meteor Ranged touch attack deals 2d6 hp fire damage and dazzles creatures. Deep Magic
Rimy Nimbus Cloud deals 1d6 hp cold damage/level (max 10d6) to everything in the area. Deep Magic
Thunderbolt M Deafens creatures within 15 ft. and deals 1d6 hp/level sonic damage to one target. Deep Magic
Trilling Field Creatures in the area take –1 to attacks, ability checks, and skill checks. Deep Magic
Watery Sphere Rolling globe of water quenches fire and ensnares creatures. Deep Magic
Wresting Wind Burst of air disarms creatures in a 20-ft. burst. Deep Magic
Illumination Deep Magic
Compelling Fate View actions through the influence of stars. Deep Magic
Devouring Shadow Target creature becomes a shadow. Deep Magic
Innocuous Aspect Disguises a group of creatures as creatures or objects of the same size. Deep Magic
Scintillating Lights Lights surround the target, granting concealment and illuminating the area. Deep Magic
Terror Panics one living creature. Deep Magic
Illusion
Anger of Many Faces Target sprouts one or more extra heads that grant bite attacks. Deep Magic
Burning Monkey Swarm Summons a quasi-real swarm of burning monkeys that attack. Deep Magic
Doom of Dancing Blades Creates 1d4+1/3 caster levels illusory blades that flank your enemies. Deep Magic
Outflanking Boon Illusory doubles each grant one target/level a flanking bonus. Deep Magic
Pain Wave Deals 1d6 hp nonlethal to targets and stuns them 1d4 rounds. Deep Magic
Phantom Dragon Disguises creature as an adult dragon. Deep Magic
Shadow Snare Transforms a shadow into a tentacle that can damage nearby opponents. Deep Magic
Share Skins Target becomes an exact physical replica of you. Deep Magic
Necromancy Deep Magic
Animate Dead II Reanimates a once-living creature to fight for you. Deep Magic
Animate Ghoul One humanoid corpse rises as a ghoul under your control. Deep Magic
As You Were Undead appear as they did in life and detect as healthy, living creatures. Deep Magic
Debilitating Stare Target takes 1d6 nonlethal damage, can’t talk, and drops held items. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Stolen Identity Acquire the voice and facial features of another by touching his face. Deep Magic
Transmutation Deep Magic
Animate Cloth Your clothing provides bonuses to your combat maneuvers, AC, and some skills. Deep Magic
Aspect of the Demon Gain qualities of a demon at the risk of attracting the Abyss’s notice. Deep Magic
Channel Scroll Potentially use a scroll without expending its magic. Deep Magic
Corvid’s Cunning As fox’s cunning, but the target can roll twice and take the more favorable result. Deep Magic
Crustacean Carapace Gain +4 natural armor bonus and ignore some underwater penalties. Deep Magic
Doom of Sundering M Damage you deal to your opponent is also applied to their weapon. Deep Magic
Fangbox Container up to Large size becomes a box with a bite attack. Deep Magic
Freeze M Icy sheath solidifies and encapsulates target. Deep Magic
Inkblot Turns you into ink creature that has defensive qualities and a slam attack. Deep Magic
Intensify Death Throes Target creature’s death throes ability becomes much more potent. Deep Magic
Ioun Storm Burnt-out ioun stones become construct swarm. Deep Magic
Jellied Resilience Target is immune to critical hits, gains DR 5 or 10, and corrosive weapon quality. Deep Magic
Liquefy Air Allows you to make Improved Bull Rushes once per round as a free action. Deep Magic
Liquid Form M You transform into living water. Deep Magic
Mother Stone Gain AC bonus, DR 5/slashing, and stability; reduces move to 0. Deep Magic
Ogrekobold One Small-sized creature grows to the size, height, and weight of an ogre. Deep Magic
Ooze Touch, Lesser Transforms target’s limb into a pseudopod that allows a touch attack. Deep Magic
Raven’s Revocation Target cannot fly or leave the ground magically. Deep Magic
Eldritch Crucible Turns 2 magic items into another item. Deep Magic
Scrawl Bones A message scribed on a bone is visible on all matching bones. Deep Magic
Scrivener Glyph Thrown glyph rewrites mundane and magical writing into its own form. Deep Magic
Sparkfist Construct’s fists deal 1d10 hp bludgeoning and 1d8 hp electricity damage. Deep Magic
Spellforged Sinews III You gain a +6 bonus to Strength. Deep Magic
Strength of Madness Trades a –2 penalty to Will saves for +1 to attack and damage rolls. Deep Magic
Vomit Tentacles Tentacles spewed from your mouth can grapple or damage opponents. Deep Magic
Vril Feedback Failed spells cast by enemies are absorbed and transformed into usable vril energy. Deep Magic
Vril Tulpa Transforms spell energy into a quasi-real version of yourself. Deep Magic
Vril Vampirism Siphons hit points or spell energy from targets. Deep Magic
Voice of the Dragon Changes your voice to that of a powerful adult dragon. Deep Magic
4th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Arcane Bulwark You sacrifice a spell up to 4th level to gain DR for 1 round/level. Deep Magic
Doom of Disenchantment Dispels or suppresses the abilities of a magical weapon or attack. Deep Magic
Elemental Line Attunement A weak, non-locked ley line uses the Elemental Spell feat. Deep Magic
Elemental Vengeance Grants resistance 5 to energy types and damages foes that incapacitate you. Deep Magic
Glyph of Vengeance Protective glyph damages melee attackers. Deep Magic
Mage’s Horrifying Leech Successful dispel check heals you or allows you to cast the spell. Deep Magic
Spell Trap Turns a spellcaster’s spells of 4th level and lower against them. Deep Magic
Clockwork Deep Magic
Absolute Command Gain control over construct you built. Deep Magic
Animate Construct IV Animated material or construct serves you. Deep Magic
Repair Metal, Greater Repairs 2d8+10 hp damage to metal object or construct. Deep Magic
Reset Creatures in 40-ft. radius burst reroll initiative; allies receive +4 while enemies receive –4. Deep Magic
Shatter, Greater Sonic vibration damages objects or crystalline creatures. Deep Magic
Steam Blast M Creates a 30-ft.-radius burst of steam centered on you. Deep Magic
Time Vortex For 1 round/caster level, targets are affected by a random time-based effect. Deep Magic
Conjuration Deep Magic
Abyssal Globule M Touch attack deals acid damage and may poison target. Deep Magic
Coin Swarm Turns a pile of coins into a swarm of flying metal shards. Deep Magic
Deific Vision Transports your eyes into another dimension, allowing augmented vision. Deep Magic
Dimensional Bleed Slashes target’s artery, causing 1d6 hp and 1 bleed hp damage/round. Deep Magic
Dimensional Shove M Melee touch attack pushes targets through dimensional portal. Deep Magic
Elf Lord’s Battle Armor Force armor grants +8 armor bonus and possibly buoys allies. Deep Magic
Sacrificial Monkey Animated object stops critical melee attacks confirmed against you. Deep Magic
Wicker Man Summons an assassin vine for 1 round/level. Deep Magic
Summon Star Mote Summoned star shoots a ray or a dazzling burst on your turn. Deep Magic
Torc of the Pharaoh, Greater Grants +6 AC and 50% chance to negate criticals or avoid sneak attacks. Deep Magic
Treasure Disk Moves large treasure hoards quickly, as with floating disk. Deep Magic
Divination Deep Magic
Ensnare Ley Line Grants a measure of control over volatile ley line effects. Deep Magic
Labyrinth Mastery Directs you to the nearest exit, grants bonuses to skills and initiative checks, and gives you a perfect memory of mazes you explore. Deep Magic
Find Treasure Finds the closest mass of metal, gems, or other similar materials. Deep Magic
Fugue Script Gleans a useful piece of advice in reply to a specific question. Deep Magic
Enchantment Deep Magic
Baleful Conjunction Forces enemies to group together or take penalties to rolls. Deep Magic
Confound Senses Reduces targets’ speed by half and imposes –4 on ranged attacks. Deep Magic
Elemental Boost Add extra damage to magical attacks with elemental damage components. Deep Magic
Feverish Confession Touched creature reveals anything it knows for 1 round/caster level. Deep Magic
Heroic Conjunction Grouped targets receive a bonus on rolls and possible bonus damage. Deep Magic
Somnambulance Implants a suggestion into the mind of a sleeping creature. Deep Magic
Touch of Callimachus Touched subject becomes more susceptible your spells. Deep Magic
Evocation Deep Magic
Breath of the Dead 15-ft. cone sickens, deals nonlethal damage. Deep Magic
Distressing Resonance Nauseates or sicken creatures in a 30-ft. radius around you. Deep Magic
Earth Shield Increases natural armor and grants immunity to unarmed and ranged attacks. Deep Magic
Knockdown Wave Attempts to bull rush and knock prone all creatures in a 30-ft. radius. Deep Magic
Mighty Gale Wind batters all creatures and obstacles in its path. Deep Magic
Of Two Minds Implants gibberish into a target’s thoughts, protecting it against mind-reading spells. Deep Magic
Sacrificial Waves Damages yourself to deal up to 5d6 hp damage to creatures in a 30-ft. radius. Deep Magic
Spell Stone Stores spells into an ioun stone so another character can cast them. Deep Magic
Spinning Axes Creatures within 10 ft. take 1d4/level (max 10d4) and 1 bleed/2 levels (max 5). Deep Magic
Wall of Water Creates an opaque wall of water. Deep Magic
Illumination Deep Magic
Beguiling Stars Creates area of twinkling stars that fascinates creatures and can put them to sleep. Deep Magic
Black Hand M Touch attack deals 1d3 Strength, Dexterity, and Constitution damage. Deep Magic
Flickering Fate Gain +4 insight bonus to attack rolls by glimpsing foes’ future actions. Deep Magic
Intensifying Force Creates a cone of force to damage creatures. Deep Magic
Leeching Lanthorn A lantern siphons 1d4 ability damage. Deep Magic
Net of Comets Creates net of positive energy, dealing 1 hp damage/level. Deep Magic
Orb of Light Ranged touch attack deals 1d6 hp positive energy/level. Deep Magic
Starfire Fury Conjures up to six balls of light that can flank or attack. Deep Magic
Necromancy
Animal Contagion A Tiny animal travels to a destination, spreading disease along the way. Deep Magic
Animate Dead III Reanimates a once-living creature to fight for you. Deep Magic
Black Dog Curse Target takes –2 penalty to all rolls for duration. Deep Magic
Boneshatter Target’s bones shiver and splinter, dealing damage and exhausting it. Deep Magic
Dance of the Dead At the expense of 2d4 of your hp, animates remains that can attack enemies. Deep Magic
Final Combustion Touched creature combusts upon death as the dark folk ability. Deep Magic
Horrors of the Deep M Target suffers drowning sensation and escalating nonlethal damage. Deep Magic
Switchskin Renders you invisible and makes an adjacent creature look like you. Deep Magic
Ray of Life Suppression Ray deals 1d6/2 caster levels (max 1d6+5) points of Con damage. Deep Magic
Shadow Attack Damages opponents by striking or touching their shadows. Deep Magic
Strength of the Underworld M Grants you +4 channel resistance. Deep Magic
Transmutation Carapace Encases you in armor, granting up to 50 temporary hp. Deep Magic
Blood and Steel M Target construct is under your control or gains an Intelligence score of 10. Deep Magic
Breathlessness Touched creatures do not need to breathe. Deep Magic
Brittling Touched stone or metal item becomes easy to shatter. Deep Magic
Burrowing Boost Gives creatures a burrow speed of 10 ft./round. Deep Magic
Doom of Blue Crystal Creates an aura that turns creatures, including you, to crystal. Deep Magic
Drake Form I Take the form of a Small drake. Deep Magic
Earth Glide Subject gains the earthglide special ability. Deep Magic
Fey’s Cursed Coiffure Target’s hair grows for 3 rounds with cumulative negative effects. Deep Magic
Fiery Blood M Target acquires fast healing 4 and deals fire damage to attackers. Deep Magic
Gecko’s Grip Touched target can traverse vertical surfaces and ceilings temporarily. Deep Magic
Giant to Kobold Changes a Medium-sized creature to Tiny. Deep Magic
Instant Siege Weapon Creates a siege weapon from raw materials. Deep Magic
Ivory Flesh You gain DR 5/daylight, DR 10, or DR 15 depending on your caster level. Deep Magic
Jotun’s Jest Weapon or other item temporarily becomes sized for a Colossal creature. Deep Magic
Lift Levitates unwilling creatures 5 ft./round until they reach an obstacle or the spell ends. Deep Magic
Mine! An object weighing 15 lbs. or less is insubstantial to all but the caster. Deep Magic
Ooze Shape I You assume the form of any Small or Medium ooze. Deep Magic
Shape Water You shape water into useful solid objects. Deep Magic
Spellforged Sinews IV You gain a +8 bonus to Strength. Deep Magic
Spirit of the Ram Grants +4 to Acrobatics, doubles jumps, and negates armor penalties. Deep Magic
5th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Amplify Ley Field Enhances ley lines in the area by one step. Deep Magic
Cursed Gift Imbues an object with a curse, which is transferred to the recipient. Deep Magic
Dispelling Glyph Protective glyphs intercept and dispel incoming magics. Deep Magic
Energy Absorption As protection from energy, but includes ley energy protection. Deep Magic
Glyph of Remembrance Glyph can store spells with a total of 1/3 your caster level. Deep Magic
Ley Pulse, Lesser Removes one type of damage reduction or energy resistance. Deep Magic
Shed the Elements Target is immune to fire, electricity, acid, or cold for spell’s duration. Deep Magic
Clockwork Deep Magic
Animate Construct V Animated material or construct serves you. Deep Magic
Bind Guardian Bind a soul to animate a construct. Deep Magic
Construct Body M Temporarily transforms you into a clockwork construct. Deep Magic
Mechanical Union Gain control of target construct. Deep Magic
Wall of Time Wall of force offers 50% miss chance against magical ranged attacks and spells. Deep Magic
Conjuration Deep Magic
Chain of Bones Bone chains impede and can attempt to grapple, disarm, or trip creatures nearby. Deep Magic
Corpsewall Creates a wall of corpses that can be animated to attack and grapple. Deep Magic
Heart Skewer Deals up to 12d6 hp damage +1/caster level by skewering an internal organ. Deep Magic
Herd Plague As contagion, but only affects herd animals. Deep Magic
Maze, Lesser As maze, but target gets a Will save, and navigating the maze is easier. Deep Magic
Suffocating Void Sucks the air out of a 40-ft.-radius void so creatures cannot breathe. Deep Magic
Summon Venomous Swarm Summons a swarm of venomous snakes. Deep Magic
Swirl of Axes Medium axes stay in targets’ squares and can be commanded to attack. Deep Magic
Transposition You and up to four targets may trade places with an immediate action. Deep Magic
Voracious Vermin Conjured vermin threaten and attack target creatures. Deep Magic
Wall of Bones Creates a wall that covers a 10-ft.- square area/caster level. Deep Magic
Wall of Viscera Conjures a wall that strikes fear into those that would pass through it. Deep Magic
Divination Deep Magic
Cruor of Visions M Your blood forms a pool that acts as a crystal ball. Deep Magic
Enchantment Deep Magic
Call of the Grave Target creature views you as an ally and obeys you. Deep Magic
Charm of Secrets Target takes 10 hp/level if they divulge a specific secret. Deep Magic
Diabolical Temper One humanoid target becomes mindless with rage. Deep Magic
Fluctuating Alignment Target’s alignment changes each minute for the spell’s duration. Deep Magic
Furious Summoning M You can summon chaotic or evil creatures at one caster level higher. Deep Magic
Evocation Deep Magic
Bone Shards, Greater You fire shards that deal 1d6 hp/caster level damage + 1d4 hp bleed. Deep Magic
Chaotic Spell Lash Magical whip inflicts a random status condition each time it strikes an enemy. Deep Magic
Claws of the Earth Dragon Damages a target creature and knocks them prone. Deep Magic
Dancing Wand Animates your wand for 4 rounds, allowing you to take standard actions. Deep Magic
Geyser of the Dragon Turtle Cone of steam deals fire damage and bull rushes creatures. Deep Magic
Ice Arrow Ranged touch attack deals 5d6 hp cold damage and encases target in ice. Deep Magic
Liquefaction Water bursts knock creatures prone and interrupts spells. Deep Magic
Memory Echo Instantly confers memories to others using a written symbol. Deep Magic
Prismatic Ray Light ray deals damage or imparts a condition depending on its color. Deep Magic
Shrieking Glyph M Subject produces sonic cones of discordant noise. Deep Magic
Splinter Stone Swarm of ioun stones explodes, dealing 1d6 hp/caster level (max 15d6). Deep Magic
Stalls of the Pharaoh Your fingers can fire lightning bolts that deal 1d6 hp/caster level. Deep Magic
Illumination Deep Magic
Heavy Burden Slows foes’ movement by 20 ft. Deep Magic
Nova You glow and can concentrate for up to 4 rounds to damage nearby creatures. Deep Magic
Shadow Plane Adaptation You become immune to the Shadow Plane’s effects. Deep Magic
Shadow Slaves You vomit forth 1d3 shadows and take 1 point Str damage/shadow. Deep Magic
Star Burn Blast deals 1d8 hp/2 caster levels in a 30-ft. cone. Deep Magic
Illusion Deep Magic
Enemy Within Target believes an insect swarm is under its skin and takes 3d6 hp damage/round. Deep Magic
Shadowself Creates a duplicate of yourself that is 1/5 your level has 1/5 your HD, hp, etc. Deep Magic
Necromancy Deep Magic
Animate Dead IV Reanimates a once-living creature to fight for you. Deep Magic
Animate Dead, Improved M Creates Small zombies from body parts. Deep Magic
Animate Living Skeleton M Deals 1d6 hp + 1 Con, and staggers and sickens 1 round. Deep Magic
Curse Ring Unattended ring passes a curse to the next creature that wears it. Deep Magic
Exsanguinating Cloud Cloud obscures sight and leeches blood from creatures inside it. Deep Magic
Grasp of the Tupilaq Steals one or more prepared spells from a target and deals damage to it. Deep Magic
Ley Leech Melee touch attack deals 1d6/4 caster levels (max 5d6) to an ability score. Deep Magic
Share Skins, Greater As share skins, but the caster and target can swap places once. Deep Magic
Skinchange Transfers your consciousness into an animal’s body indefinitely. Deep Magic
Terrifying Gaze Grants gaze attack that causes enemies to be shaken or panicked. Deep Magic
We Are A Rock Several Small or Medium humanoids are glamered to look like rocks or trash. Deep Magic
Transmutation Deep Magic
Baneweapon Grants bane to one melee weapon or six projectiles. Deep Magic
Bones of the Earth Creates pit that can be collapsed. Deep Magic
Dragonskin Gain DR and a bonus to existing natural armor. Deep Magic
Drake Form II Take the form of a Medium drake. Deep Magic
Elemental Conversion Converts elemental damage into another type of elemental damage. Deep Magic
Freeze, Greater M Icy sheath encapsulates target, dealing 2d6 hp cold damage+ 1/caster level. Deep Magic
Hod’s Gift You gain blindsense 60 ft. Deep Magic
Ironsides Gives a wooden ship’s hull the characteristics of iron. Deep Magic
Lesser to Greater Enhances a lesser dragon. Deep Magic
Lightning Rod Grants immunity to electricity, and electricity damage is drawn to you. Deep Magic
Mindquake, Greater As mindquake, but allies are excluded and duration doubles. Deep Magic
Ooze Touch Transforms the target’s limb into a pseudopod that does more damage. Deep Magic
Water Snakes Creates or controls surface currents within 1 mile. Deep Magic
Spellforged Sinews V You gain a +10 bonus to Strength. Deep Magic
Steal Breath Weapon Allows you to use a dragon’s breath weapon (up to 15 dice of damage). Deep Magic
Vril Annexation, Greater Deliver touch range spells through damaging vril blasts. Deep Magic
6th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Aegis Protects against any arcane spell you know (up to 6th level). Deep Magic
Clockwork Deep Magic
Animate Construct VI Animated material or construct serves you. Deep Magic
Catapult You violently hurl creatures or objects into the air. Deep Magic
Time Loop If possible, target must repeat the action it took in the previous round. Deep Magic
Conjuration Deep Magic
Blind Seer’s Madness Paralyzes, fascinates, and blinds targets for 1 min./level. Deep Magic
Chaotic Vitality, Mass As chaotic vitality, but affects multiple creatures. Deep Magic
Create Wormhole Creates two points through which creatures can instantly teleport. Deep Magic
Field of Axes Invisible axes in a 16-square area attack and slow creatures they hit. Deep Magic
Gnashing Floor Creates a field of gnashing maws that bite creatures in the area. Deep Magic
Jeweled Bolt Crystals damage one flying creature and temporarily prevent it from flying. Deep Magic
Jormungandr’s Call The world serpent damages creatures and structures. Deep Magic
Ley Hail Rocks deal 7d6 hp damage to creatures and create difficult terrain. Deep Magic
Searing Rain M Conjures a cloud to rain acid on creatures. Deep Magic
Summon Greater Wondrous Item Summons random Medium wondrous item for 1 round/level. Deep Magic
Divination Deep Magic
Astrological Charting Ends status effects and grants bonuses to resist certain spell effects. Deep Magic
Enchantment Deep Magic
Enchant Ring Target ring compels the next creature that wears it to obey you. Deep Magic
Sensory Deprivation Targets are blinded, deafened, take –8 to all saves and can’t react to stimuli. Deep Magic
Evocation Celestial Fanfare Damages evil and neutral creatures in a 30-ft. radius. Deep Magic
Elemental Blast Cone deals 6d6+1 hp damage/caster level plus an elemental effect. Deep Magic
Fiery Lightning Lightning bolt deals electricity damage and fire damage. Deep Magic
Fiery Sandstorm Generates sandstorm that deals bludgeoning and fire damage. Deep Magic
Star Swarm M Stones burst from your hand, dealing 4d6 hp damage and inflicting a random effect. Deep Magic
Illumination Deep Magic
Black Well M Summoned mass devours nearby creatures. Deep Magic
Prismatic Fist M Creates rays with the effects of prismatic spray. Deep Magic
Solid Darkness Obscures all sight, slows creatures, and grants full concealment. Deep Magic
Starfall Cast up to 3 bolts at different targets, which deal 3d12 hp damage. Deep Magic
Necromancy Deep Magic
Animate Dead V Reanimates a once-living creature to fight for you. Deep Magic
Create Tupilaq Creates a construct to track and kill an enemy. Deep Magic
Essence Jar Transfers one of your organs into a jar, granting specific protections. Deep Magic
Flesh to Ooze Target becomes a gray ooze, gelatinous cube, or ochre jelly of its own size. Deep Magic
Shroud of Death M You draw upon the life energies of all living creatures in sight. Deep Magic
Tolling Doom Target suffers penalties and grants attackers critical confirmation bonuses. Deep Magic
Wall of Runes Ephemeral wall curses those who pass through it. Deep Magic
Transmutation Deep Magic
Animate Water Water becomes a construct under your control. Deep Magic
Calm the Waves Area of rough water becomes calm. Deep Magic
Create Dark Creeper Creates up to six dark creepers from a creature’s corpse. Deep Magic
Curse of Boreas Turns a target and its equipment into an inert statue of ice. Deep Magic
Drake Form III Take the form of a Large drake. Deep Magic
Ooze Shape II You assume the form of any Tiny, Small, Medium, or Large ooze. Deep Magic
Painted Form Turns willing subject into an inanimate or mostly inanimate painting. Deep Magic
Spellforged Sinews VI You gain a +12 bonus to Strength. Deep Magic
7th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Angelic Seal Evil creatures are damaged and stunned if they enter a warded area. Deep Magic
Mantle of Blades Six conjured blades provide +6 shield bonus or can be thrown. Deep Magic
Volley Shield Shield grants creature DR 15/— until it prevents 15 hp/caster level. Deep Magic
Clockwork Deep Magic
Animate Construct VII Animated material or construct serves you. Deep Magic
Anomalous Object Creates an exact duplicate of a non-artifact object. Deep Magic
Time Capsule Object or creature in enchanted enclosure does not age. Deep Magic
Timeless Engine Drastically reduces the rate of degradation in a machine. Deep Magic
Conjuration Deep Magic
Acidic Grease 40-sq.-ft. area is covered in slippery grease that causes 1d6/caster level. Deep Magic
Axe Storm Cloud rains axes in 30-ft. radius, dealing 2d6 hp damage to all creatures in the area. Deep Magic
Call Valkyrie Summons a valkyrie creature to aid you in battle. Deep Magic
Call Voidling Summons a voidling to fight for you. Deep Magic
Crawling Corruption Blast of rot entangles creatures and deals Strength and Constitution damage. Deep Magic
Dimensional Wave Force wave deals massive damage to creatures within 30 ft. Deep Magic
Crushing Depths Waves of pressurized water deal 1d6/level damage and knock enemies prone. Deep Magic
Murdersphere Conjures a Tiny sphere that can attack with a whip or a serrated blade. Deep Magic
Red Dragonfly Swarm M Summons a swarm of deadly red dragonflies. Deep Magic
Summon Lammasu/Shedu Summons either creature to fight for you. Deep Magic
Enchantment Deep Magic
Cannibal Compulsion M Target eats its own flesh, damaging it and sickening allies. Deep Magic
Visage of Madness Your gaze attack makes enemies attack their own eyes. Deep Magic
Evocation Deep Magic
Ballista of Force Creates a ballista that can deal 8d6 hp force damage to one creature each turn. Deep Magic
Ley Whip Floating ley-energy whip attacks creatures on your turn. Deep Magic
Illumination Deep Magic
Starry Vision See the fate of all creatures up to four 5-ft. squares/level. Deep Magic
Illusion Shrieking Flock Transforms you into a flock of ravens that frightens or misleads foes. Deep Magic
Necromancy Deep Magic
Animate Dead VI Reanimates a once-living creature to fight for you. Deep Magic
Mass Hobble Mount One quadruped/level can’t move more than half speed and throws its rider. Deep Magic
Soul Drinking Ages target creature two categories and permanently drains ability scores. Deep Magic
Transmutation Deep Magic
Animate Glyphs Creates a number of glyphs that can become animated objects. Deep Magic
Corvid’s Cunning, Mass As corvid’s cunning, but affects multiple creatures. Deep Magic
Drake Form IV Take the form of a powerful Large drake. Deep Magic
Greater to Lesser Reduces a target dragon’s power. Deep Magic
Ley Pulse, Greater As lesser ley pulse, but you remove two defensive abilities and one immunity. Deep Magic
Manipulate Symbol You cannot trigger a symbol spell, and you can alter the symbol. Deep Magic
Riding the Thunder Targets gain bonuses to Stealth and AC, but cannot cast spells or attack. Deep Magic
Spellforged Sinews VII You gain a +14 bonus to Strength. Deep Magic
Triumph of Ice Transforms natural elements to ice or snow, affecting creatures in the area. Deep Magic
8th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Quell the Tide Spellcasters cannot cast spells and are sickened. Deep Magic
Reverse Scry Alerts caster of scrying attempts and helps you return the favor. Deep Magic
Clockwork Deep Magic
Animate Construct VIII Animated material or construct serves you. Deep Magic
Machine Sacrifice Target gains some benefits of being a construct. Deep Magic
Time Jump Throws touched construct into future 1d4+1 rounds. Deep Magic
Conjuration Deep Magic
Insanity Void Traps creatures in the area into a void, where they can fly but are confused. Deep Magic
Summon Black Gnash Summons a powerful, unique Nessian warhound. Deep Magic
Tidal Wave Massive tidal wave floods the area, damaging creatures and dragging them to sea. Deep Magic
Evocation
Disruptive Aura Creatures glow and may have their spells or spell-like abilities suppressed. Deep Magic
Illumination Deep Magic
Summon Star Summons a star to do your bidding. Deep Magic
Necromancy Deep Magic
Animate Dead VII Reanimates a once-living creature to fight for you. Deep Magic
Necromancer’s Riposte You force a number of undead to explode, with dire effects. Deep Magic
Vampiric Fog Obscures sight and deals 2 points of Con drain to creatures within its area. Deep Magic
Transmutation
Mask of the Pharaoh Your gaze can turn foes to stone or stagger them. Deep Magic
Spellforged Sinews VIII You gain a +16 bonus to Strength. Deep Magic
Walking Wall Wall of axes can move at 50 ft./round and attack as Large battleaxes. Deep Magic
Wyvern’s Sting You grow a whip-like tail with a stinger on the end. Deep Magic
9th-Level Sorcerer/Wizard Spells
Spell Name Comp. Description Source
Abjuration Deep Magic
Angelic Seal, Greater Evil creatures take 20d6 hp when entering warded area. Deep Magic
Clockwork Deep Magic
Animate Construct IX Animated material or construct serves you. Deep Magic
Dominate Clockwork Gain control over clockwork device permanently. Deep Magic
Conjuration Deep Magic
Maze, Greater M As maze, but target takes 4d6 hp damage/round and the maze is harder to navigate. Deep Magic
Ocean’s Army Summons Huge water elementals from a significant body of water. Deep Magic
Summon Supreme Wondrous Item Summons random major wondrous item for 1 round/level. Deep Magic
Wall of Nothingness Creatures passing through take 2d6 hp damage/caster level (max 40d6). Deep Magic
Wyrmfold Transports you and everything within a radius to a point you have visited before. Deep Magic
Divination Deep Magic
One with the Cosmos Grants true seeing, freedom of movement, immunity to several effects, a +10 bonus to Knowledge checks, and you treat all Knowledge checks as if you were trained. Deep Magic
Evocation Deep Magic
Crumblewall Collapses a structure or a portion of a structure and damages creatures in and near it. Deep Magic
Evulsion Extracts skeleton, dealing 2d6/level (max 40d6) and stunning for 1d4 rounds. Deep Magic
Ley Storm Storm rains down stones, causes lightning strikes, and prompts other negative effects. Deep Magic
Ley Surge A nearby ley line surges and causes a 30-ft. burst that causes 1d6/caster level damage. Deep Magic
Unholy Word Deals 1d6 hp/caster level damage to creatures in area plus other effects. Deep Magic
Illumination Deep Magic
Star’s Heart Drops creatures prone and crushes them for 3d12 bludgeoning damage/round. Deep Magic
Necromancy Deep Magic
Animate Dead VIII Reanimates a once-living creature to fight for you. Deep Magic
Call of Dead All corpses in the area rise as skeletons under your control. Deep Magic
Raise Undead Host Raise and command up to 8 HD of skeletons or zombies/caster level. Deep Magic
Transmutation Deep Magic
Breath of Veles Subjects all creatures and objects in a 30-ft. cone to a limited disintegrate spell. Deep Magic
Delayed Blast Disintegrate Sphere deals 2d6 hp/caster level and disintegrates objects. Deep Magic
Spellforged Sinews IX You gain a +18 bonus to Strength. Deep Magic
1st-Level Summoner Spells
Spell Name Comp. Description Source
Mimic Eidolon You can make one natural attack that matches your eidolon’s primary attack. Deep Magic
Natural Horror Gives a target a natural attack. Deep Magic
Skill Bond Lend a skill check bonus to your eidolon or borrow a skill check bonus from it. Deep Magic
Summoner’s Mark Glowing rune grants your summoned creatures +1 to attack the target. Deep Magic
Veil Companion Hides your familiar or other companion creature. Deep Magic
Wingspan Improves a target’s fly speed and maneuverability. Deep Magic
2nd-Level Summoner Spells
Spell Name Comp. Description Source
Doom of Consuming Fire Wreathes you in fire and damages you and nearby creatures. Deep Magic
Sanguine Horror I Calls creature as summon monster I or summon nature’s ally I, but made of blood. Deep Magic
Sculpted Servant Diminutive humanoid figure serves you for 1 hr./level. Deep Magic
Torc of the Pharaoh Grants +4 AC and 25% chance to negate criticals or avoid sneak attacks. Deep Magic
Veil Companion, Greater As veil companion, but with protection from divination. Deep Magic
3rd-Level Summoner Spells
Spell Name Comp. Description Source
Coin Swarm Turns a pile of coins into a swarm of flying metal shards. Deep Magic
Rimy Nimbus Cloud deals 1d6 hp cold damage/level (max 10d6) to everything in the area. Deep Magic
Stone Piton Column causes 1d6 hp damage and pins creatures. Deep Magic
Sanguine Horror II Calls creature as summon monster II or summon nature’s ally II, but made of blood. Deep Magic
Sparkfist Construct’s fists deal 1d10 hp bludgeoning and 1d8 hp electricity damage. Deep Magic
Summon Mounts As mount, but summons three mounts/three levels. Deep Magic
Summon Wondrous Item Summons a random minor wondrous item for 1 round/level. Deep Magic
4th-Level Summoner Spells
Spell Name Comp. Description Source
Abyssal Globule M Touch attack deals acid damage and possibly poisons target. Deep Magic
Arcane Bulwark You sacrifice a spell up to 4th level to gain DR for 1 round/level. Deep Magic
Wicker Man Summons an assassin vine for 1 round/level. Deep Magic
Sanguine Horror III Calls creature as summon monster III/summon nature’s ally III, but made of blood. Deep Magic
Summon Star Mote Summoned star shoots a ray or a dazzling burst on your turn. Deep Magic
Summon Venomous Swarm Summons a swarm of venomous snakes. Deep Magic
Torc of the Pharaoh, Greater Grants +6 AC and 50% chance to negate criticals or avoid sneak attacks. Deep Magic
Wall of Viscera Conjures a wall that strikes fear into those that would pass through it. Deep Magic
5th-Level Summoner Spells
Spell Name Comp. Description Source
Blazing Chariot Gargantuan chariot carries you and passengers, dealing damage to those it strikes. Deep Magic
Furious Summoning M You can summon chaotic or evil creatures at one caster level higher. Deep Magic
Lesser to Greater Enhances a lesser dragon. Deep Magic
Red Dragonfly Swarm M Summons a swarm of deadly red dragonflies. Deep Magic
Sanguine Horror IV Calls creature as summon monster IV/summon nature’s ally IV, but made of blood. Deep Magic
Wall of Runes Ephemeral wall curses those who pass through it. Deep Magic
6th-Level Summoner Spells
Spell Name Comp. Description Source
Gnashing Floor Creates a field of gnashing maws that bite creatures in the area. Deep Magic
Ocean’s Army Summons Huge water elementals from a significant body of water. Deep Magic
Sacrifice Minions Unsummons creatures to grant your eidolon an attack bonus and temporary hp. Deep Magic
Sanguine Horror V Calls creature as summon monster V/summon nature’s ally V, but made of blood. Deep Magic
Summon Black Gnash Summons a powerful, unique Nessian warhound. Deep Magic
Summon Greater Wondrous Item Summons random Medium wondrous item for 1 round/level. Deep Magic
7th-Level Summoner Spells
Spell Name Comp. Description Source
Guardian Deva Summoned deva suffers attacks meant for you unless attackers make a Reflex save. Deep Magic
Summon Lammasu/Shedu Summons either creature to fight for you. Deep Magic
2nd-Level White Necromancer Spells
Spell Name Comp. Description Source
Bone Shards You fire up to three bone shards to deal 2d6 hp damage + 1d4 hp bleed damage. Deep Magic
Bone Swarm You animate a mass of bones to damage your foes. Deep Magic
4th-Level White Necromancer Spells
Spell Name Comp. Description Source
Dance of the Dead At the expense of 2d4 of your hp, animates remains that can attack enemies. Deep Magic
3rd-Level White Necromancer Spells
Spell Name Comp. Description Source
Well of Angry Souls Conjures ghostly creatures that shake, frighten, or panic enemies. Deep Magic
5th-Level White Necromancer Spells
Spell Name Comp. Description Source
Bone Shards, Greater You fire shards that deal 1d6 hp/caster level damage + 1d4 hp bleed. Deep Magic
Chain of Bones Bone chains impede and can attempt to grapple, disarm, or trip creatures nearby. Deep Magic
Final Rest Negates an undead creature’s rejuvenation ability. Deep Magic
Wall of Bones Creates a wall that covers a 10-ft.- square area/caster level. Deep Magic
Witch Cantrips
Spell Name Comp. Description Source
Cleansing Ray Ranged touch attack deals 1d6 hp to oozes or plants. Deep Magic
Deepen Shadow Creates shadows in a 5-ft. square that grant +4 to Stealth checks. Deep Magic
Kobold’s Fury Touched creature receives +2 to next attack roll against a larger creature. Deep Magic
Leap Grants a +5, +10, or +15 enhancement bonus to Acrobatics checks made to jump. Deep Magic
Leprechaun’s Luck Turns one gold piece into a +1 bonus or a –1 penalty to a die roll. Deep Magic
Seam Ripper Destroys non-magical clothing and subjects target to a dirty trick. Deep Magic
Tan Hide Turns a skin or hide that weighs no more than 15 lbs. into quality leather. Deep Magic
Quicken Grants one creature +1 to initiative for 1 min. Deep Magic
1st-Level Witch Spells
Spell Name Comp. Description Source
Chill Heart Target gains +4 bonus to saves against spells and effects that generate emotions. Deep Magic
Corpse Rebellion Confuses an undead creature. Deep Magic
Deceitful Presence Avoid attacks of opportunity when making ranged attacks. Deep Magic
Doom of Blood You bleed from the eyes and another living creature bleeds twice as much. Deep Magic
Doom of Cowards Creatures with less than 5 HD are shaken, frightened, or panicked each round. Deep Magic
Feral Scent Changes a creature’s scent to mimic your own. Deep Magic
Fire Under the Tongue M You can consume and expel a small fire, dealing 1d4 or 1 hp fire damage. Deep Magic
Freeze Potion Renders liquids in small containers temporarily undrinkable. Deep Magic
Goat’s Hoof Charm M Target creature can move at half speed up slopes and inclines. Deep Magic
Loki’s Gift Grants a +5 bonus to Bluff checks, and you may coax a secret from a target. Deep Magic
Nail Foot Stab a creature’s footprint to damage and slow it if you have successfully tracked it. Deep Magic
Not So Fast Reduces targets’ speed in 5-ft. increments (max 20 ft.) Deep Magic
Purge Pests Kills animals or vermin with 1 HD/caster level (max 5 HD). Deep Magic
Razor Maw The target’s bite attacks deal an additional 1d6 hp damage and 2 bleed damage. Deep Magic
Stenchcoin Target coin becomes stinky, contaminating nearby coins and nauseating creatures. Deep Magic
Step Like Me Steal the footsteps of a target creature within one size category of you. Deep Magic
Twist the Skein M Target receives retroactive modifier of 1d20–10 to any roll. Deep Magic
Veil Companion Hides your familiar or other companion creature. Deep Magic
Withered Sight Target receives –4 penalty to Perception checks and –2 to attack rolls. Deep Magic
2nd-Level Witch Spells
Spell Name Comp. Description Source
Archway of Ants Non-stinging insects form a bridge, wall, ladder, etc. Deep Magic
Bestial Lure Glyph summons a tiger or dire tiger when triggered. Deep Magic
Blood Armor The blood of a foe grants you a +6 armor bonus and immunity to bleed effects. Deep Magic
Bloodshot M Fires a 10-ft. line of blood from your eyes for 1 round/level, dealing 1d6+1/caster level. Deep Magic
Bone Shards You fire up to three bone shards to deal 2d6 hp damage + 1d4 hp bleed damage. Deep Magic
Bone Swarm You animate a mass of bones to damage your foes. Deep Magic
Calling Card Implants a small object beneath the skin of a target. Deep Magic
Confound Languages Replaces targets’ languages with random ones. Deep Magic
Converse with Drake You can communicate with any lesser dragon within 100 ft. Deep Magic
Curse of Incompetence Target takes –6 penalty to skill Int-, Wis-, and Cha-based skill checks. Deep Magic
Devil’s Charm Gain a Cha bonus that declines by 1 at the start of each following round. Deep Magic
Freeze Time Pauses a moving object for 1 round. Deep Magic
Horrid Revelations Enemies in a 60-ft. radius take a –4 penalty when trying to disbelieve illusions. Deep Magic
I Am A Rock Small or Medium humanoid is glamered to look like a rock or trash. Deep Magic
Master’s Eyes You may identify targets for ranged spells through your familiar. Deep Magic
Mucus Spray Cone-shaped burst of mist deals 1d4 hp acid/caster level and dazes targets. Deep Magic
Pains of the Past M Opens wounds from the past, dealing 1d6 hp damage (10d6 max). Deep Magic
Sanguine Horror I Calls creature as summon monster I or summon nature’s ally I, but made of blood. Deep Magic
Skittering Vermin Phantasmal vermin distract and confuse target creature. Deep Magic
Slime Form Target gains +5 AC, immunity to sneak attacks and crits, but can’t attack or cast spells. Deep Magic
Snap the Leash Removes the shackles of domestication from animals. Deep Magic
Spy My Shadow Use your shadow as a spy. Deep Magic
Treasure Jump Target object of 1 lb. or less teleports 10 ft./level to a location of your choice. Deep Magic
Tripping Stick Animates a stick or pole to trip a nearby opponent. Deep Magic
Tunneling Swarm Insects create a 5-ft.-diameter tunnel through earth or wood. Deep Magic
Twistmap Renders a map seriously inaccurate for 2 hrs./level. Deep Magic
Uncanny Reach Extends your reach an additional 5 ft. Deep Magic
Veil Companion, Greater As veil companion, but with protection from divination. Deep Magic
Vital Mark Places a bloodstain on a magic item, making its abilities function only for you. Deep Magic
View the Past You experience events from the past. Deep Magic
Witch’s Escape Touched creature gains 60 ft. fly speed for 3 rounds. Deep Magic
3rd-Level Witch Spells
Spell Name Comp. Description Source
Anger of Many Faces Target sprouts one or more extra heads that grant bite attacks. Deep Magic
Animate Cloth Your clothing provides bonuses to your combat maneuvers, AC, and some skills. Deep Magic
Aspect of the Demon Gain qualities of a demon at the risk of attracting the Abyss’s notice. Deep Magic
Black Dog Curse Target takes –2 penalty to all rolls for duration. Deep Magic
Blind Spot Target creature cannot see you. Deep Magic
Blindflies Cloud of fruit flies erupts from touched object, blinding those in a 20-ft. radius. Deep Magic
Burning Monkey Swarm Summons a quasi-real swarm of burning monkeys that attack. Deep Magic
Debilitating Stare Target takes 1d6 nonlethal damage, can’t talk, and drops held items. Deep Magic
Enslave Thrall Calls a more powerful, evil familiar. Deep Magic
Fangbox Container up to Large size becomes a box with a bite attack. Deep Magic
Fire Claws Your hands deal 1d6 hp fire damage/3 caster levels (max 5d6). Deep Magic
Heavy Chains Dense tendrils of earth drag and impede a target’s movement. Deep Magic
Impending Doom Target suffers when continuing a certain action. Deep Magic
Mindquake Negative energy burst shakes creatures. Deep Magic
Ogrekobold One Small-sized creature grows to the size, height, and weight of an ogre. Deep Magic
Patron’s Aspect Conjures a fiendish image, causing an enemy to flee or freeze with fright. Deep Magic
Potency of the Pack Bestows lupine traits on a group of living creatures. Deep Magic
Prison Without Walls Prevents a target from moving farther than 100 ft.–5 ft./caster level. Deep Magic
Ravenous Urge Target becomes overcome with urge to eat the living. Deep Magic
Hive Mind M Creatures touched gain group knowledge and abilities. Deep Magic
Eldritch Crucible Turns 2 magic items into another item. Deep Magic
Steal Power M Steals one of a creature’s senses, abilities, etc. Deep Magic
Sanguine Horror II Calls creature as summon monster II or summon nature’s ally II, but made of blood. Deep Magic
Share Skins Target becomes an exact physical replica of you. Deep Magic
Snakeball Shoots snakes that bite and possibly poison enemies in a 20-ft.-radius cone. Deep Magic
Spell Suppression Diminishes the power of any spell cast within its area. Deep Magic
Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Deep Magic
Starfield Conjures night sky and calls down falling stars on enemies. Deep Magic
Strength of Madness Trades a –2 penalty to Will saves for +1 to attack and damage rolls. Deep Magic
Summon Wondrous Item Summons a random minor wondrous item for 1 round/level. Deep Magic
Symbol of Condemnation Symbol makes others unfriendly toward targets. Deep Magic
Thunderbolt M Deafens creatures within 15 ft. and deals 1d6 hp/level sonic damage to one target. Deep Magic
Vomit Tentacles Tentacles spewed from your mouth can grapple or damage opponents. Deep Magic
Wotan’s Rede You recite a poem that grants you supernatural advice. Deep Magic
4th-Level Witch Spells
Spell Name Comp. Description Source
Abyssal Globule M Touch attack deals acid damage and possibly poisons target. Deep Magic
Animal Contagion A Tiny animal travels to a destination, spreading disease along the way. Deep Magic
Baleful Conjunction Forces enemies to group together or take penalties to rolls. Deep Magic
Beguiling Bauble Enchanted object conceals your alignment. Deep Magic
Binding Oath You seal an agreement on pain of a curse between two willing creatures. Deep Magic
Charm of Secrets Target takes 10 hp/level if they divulge a specific secret. Deep Magic
Confound Senses Reduces targets’ speed by half and imposes –4 on ranged attacks. Deep Magic
Cursed Gift Imbues an object with a curse, which is transferred to the recipient. Deep Magic
Dance of the Dead At the expense of 2d4 of your hp, animate remains that can attack enemies. Deep Magic
Deific Vision Transports your eyes into another dimension, allowing augmented vision. Deep Magic
Devouring Shadow Target creature becomes a shadow. Deep Magic
Dimensional Bleed Slashes target’s artery, causing 1d6 hp and 1 bleed hp damage/round. Deep Magic
Doom of Serpent Coils Afflicts creatures in a 10-ft. radius (including you) with deadly poison. Deep Magic
Ensnare Ley Line Grants a measure of control over volatile ley line effects. Deep Magic
Fluctuating Alignment Target’s alignment changes each minute for the spell’s duration. Deep Magic
Gecko’s Grip Touched target can traverse vertical surfaces and ceilings temporarily. Deep Magic
Giant to Kobold Changes a Medium-sized creature to Tiny. Deep Magic
Herd Plague As contagion, but only affects herd animals. Deep Magic
Switchskin Renders you invisible and makes an adjacent creature look like you. Deep Magic
Lift Levitates unwilling creatures 5 ft./round until they reach an obstacle or the spell ends Deep Magic
Of Two Minds Implants gibberish into a target’s thoughts, protecting it against mind-reading spells. Deep Magic
Revitalizing Word M Heals a creature that just took damage up to 1d6+10 hp. Deep Magic
River of Moonlight Shimmering moonlight fascinates living creatures for 2d4 rounds. Deep Magic
Sacrificial Monkey Animated object stops critical melee attacks confirmed against you. Deep Magic
Sacrificial Waves Damages yourself to deal up to 5d6 hp damage to creatures in a 30-ft. radius. Deep Magic
Water Snakes Creates or controls surface currents within 1 mile. Deep Magic
Sanguine Horror III Calls creature as summon monster III/summon nature’s ally III, but made of blood. Deep Magic
Skinchange Transfers your consciousness into an animal’s body indefinitely. Deep Magic
Spell Trap Turns a spellcaster’s spells of 4th level and lower against them. Deep Magic
Summon Venomous Swarm Summons a swarm of venomous snakes. Deep Magic
Wall of Viscera Conjures a wall that strikes fear into those that would pass through it. Deep Magic
5th-Level Witch Spells
Spell Name Comp. Description Source
Bone Shards, Greater You fire shards that deal 1d6 hp/caster level damage + 1d4 hp bleed. Deep Magic
Burrowing Boost Gives creatures a burrow speed of 10 ft./round. Deep Magic
Chain of Bones Bone chains impede and can attempt to grapple, disarm, or trip creatures nearby. Deep Magic
Chaotic Spell Lash Magical whip inflicts a random status condition each time it strikes an enemy. Deep Magic
Coin Swarm Turns a pile of coins into a swarm of flying metal shards. Deep Magic
Cruor of Visions M Your blood forms a pool that acts as a crystal ball. Deep Magic
Diabolical Temper One humanoid target becomes mindless with rage. Deep Magic
Eldritch Blood M An enemy’s blood grants an ally limited abilities of a specific sorcerer bloodline. Deep Magic
Grasp of the Tupilaq Steals one or more prepared spells from a target and deals damage to it. Deep Magic
Heart Skewer Deals up to 12d6 hp damage +1/caster level by skewering an internal organ. Deep Magic
Lightning Rod Grants immunity to electricity and electricity damage is drawn to you. Deep Magic
Mindquake, Greater As mindquake, but allies are excluded and duration doubles. Deep Magic
Body Meld You can subsume another creature. Deep Magic
Sanguine Horror IV Calls creature as summon monster IV/summon nature’s ally IV, but made of blood. Deep Magic
6th-Level Witch Spells
Spell Name Comp. Description Source
Blade of My Brother M Animates a melee weapon to fight beside the target. Deep Magic
Blind Seer’s Madness Paralyzes, fascinates, and blinds targets for 1 min./level. Deep Magic
Create Tupilaq Creates a construct to track and kill an enemy. Deep Magic
Curse of Boreas Turns a target and its equipment into an inert statue of ice. Deep Magic
Essence Jar Transfers one of your organs into a jar, granting specific protections. Deep Magic
Faerie Ring You warp magic and time within the ring. Deep Magic
Gnashing Floor Creates a field of gnashing maws that bite creatures in the area. Deep Magic
Glyph of Remembrance Glyph can store spells with a total of 1/3 your caster level. Deep Magic
Red Dragonfly Swarm M Summons a swarm of deadly red dragonflies. Deep Magic
Sanguine Horror V Calls creature as summon monster V/summon nature’s ally V, but made of blood. Deep Magic
Shadow Slaves You vomit forth 1d3 shadows and take 1 point Str damage/shadow. Deep Magic
Star Swarm M Stones burst from your hand, dealing 4d6 hp damage and inflicting a random effect. Deep Magic
Summon Greater Wondrous Item Summons random Medium wondrous item for 1 round/level. Deep Magic
Wall of Runes Ephemeral wall curses those who pass through it. Deep Magic
7th-Level Witch Spells
Spell Name Comp. Description Source
Acidic Grease 40-sq.-ft. area is covered in slippery grease that causes 1d6/caster level. Deep Magic
Call Voidling Summons a voidling to fight for you. Deep Magic
Cannibal Compulsion M Target eats its own flesh, damaging it and sickening allies. Deep Magic
Crawling Corruption Blast of rot entangles creatures and deals Strength and Constitution damage. Deep Magic
Fiery Sandstorm Generates sandstorm that deals bludgeoning and fire damage. Deep Magic
Sanguine Horror VI Calls creature as summon monster VI/summon nature’s ally VI, but made of blood. Deep Magic
Summon Black Gnash Summons a powerful, unique Nessian warhound. Deep Magic
Triumph of Ice Transforms natural elements to ice or snow, affecting creatures in the area. Deep Magic
8th-Level Witch Spells
Spell Name Comp. Description Source
Insanity Void Traps creatures in the area into a void, where they can fly but are confused. Deep Magic
Mask of the Pharaoh Your gaze can turn foes to stone or stagger them. Deep Magic
Sanguine Horror VII Calls creature as summon monster VII/summon nature’s ally VII, but made of blood. Deep Magic
Wyvern’s Sting You grow a whip-like tail with a stinger on the end. Deep Magic
9th-Level Witch Spells
Spell Name Comp. Description Source
Evulsion Extracts skeleton, dealing 2d6/level (max 40d6) and stunning for 1d4 rounds. Deep Magic
One with the Cosmos Grants true seeing, freedom of movement, immunity to several effects, a +10 bonus to Knowledge checks, and you treat all Knowledge checks as if you were trained. Deep Magic
Sanguine Horror VIII Calls creature as summon monster VIII/summon nature’s ally VIII, but made of blood. Deep Magic
Summon Supreme Wondrous Item Summons random major wondrous item for 1 round/level. Deep Magic
Unholy Word Deals 1d6 hp/caster level damage to creatures in area plus other effects. Deep Magic

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Cat and Mouse Adventure for Southlands

Vendor: Kobold Press
Type: Book
Price: 3.99

Cat and Mouse Adventure for Southlands

Who Do You Trust?

In the cool streets and blazing bazaars, the word is out: a great treasure has gone missing in the Everlasting City of the Cat, and some very ambitious people have set their sights on it. Many paws and claws are out, and everyone is sniffing around for something rich and strange.

It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt with "Cat and Mouse" by Richard Pett, the acclaimed Paizo adventure path author!

This Pathfinder Roleplaying Game adventure for 1st-level characters is a perfect introduction to the Southlands campaign setting, and it fits neatly into any desert city where cats are sacred and rats are cautious and sly.

With detailed maps and conniving rivals, "Cat & Mouse" builds quickly to a deadly showdown!

New Paths 9 The Priest

Vendor: Kobold Press
Type: Book
Price: 2.99

New Paths 9 The Priest

Your Faith Shall Be Your Weapon.

Like a cleric, a priest is called to serve divine powers. But unlike a cleric, a priest enters the field of battle armed only with the divine might of her god. A priest’s connection to her deity forms the very core of her being—and through this unwavering reverence, she gains her power and her strength.

New Paths 9: Priest brings a non-battle, caster-only servant of the divine to the Pathfinder Roleplaying Game! Designed by Marc Radle, this class includes:

  • New class features including Divine Gift, Orisons, and Sacred Bond
  • Two new feats, Extra Divine Gift and Powerful Channel
  • A new archetype: Chosen of Nature, who protects and preserves the natural world

Let clerics have their hierarchies and temples: a priest ultimately answers only to her god. It is both a freedom and a heavy burden—but with it comes great power!

New Paths 8 The Trickster Revised

Vendor: Kobold Press
Type: Book
Price: 1.99

New Paths 8 The Trickster Revised

Most tricksters are always two steps ahead of the competition. A few know how to win before the race even begins!

The trickster is a new Pathfinder Roleplaying Game compatible class which combines arcane magic with roguish skills. Use your special Forte ability to perform incredible acrobatics, summon a magical familiar to act as an accomplice, beguile enemies, or steal spells as they're being cast! Outwit your foes and outrun your enemies.

New Paths 8: The Trickster gives you everything you need to play a trickster whose understanding of the arcane is matched only by his charming and debonair style.

Designer Marc Radle has provided a daring and risk-taking new base class including:

  • 5 new Fortes such as Arcane Accomplice, Beguiling, Spell Pilfering, and Shadow
  • 8 new base class abilities such as Sneakspell and Ranged Legerdemain
  • A full 20-level class that knows when to walk away, and when to run!

Whether you use these powers for good, for seduction, or for power and wealth is entirely up to you—but who says you have to choose just one? Get The Trickster today, wield great arcane might, and have the satisfaction of always being ahead of the pack!

Wrath of the River King

Vendor: Kobold Press
Type: Book
Price: 9.99

Wrath of the River King

Forests Deep and Rivers Wild!

In the small hamlet of Riverbend, the miller’s wife is missing, and the locals suspect that the husband himself was involved. But all is far from what it seems. Ellessandra, the missing woman, is actually an elf from the Summer Lands. She came to live in the human settlement when the miller made a dangerous pact with the River King, the lands’ powerful sidhe ruler.

Now, the player characters must unravel the truth behind Ellessandra’s disappearance, piece together the involvement of a young brownie-turned-fey-lord, and dive into the fey courts of the Summer Lands to stop a raid that would surely spell Riverbend’s doom. All the while, Arthurian intrigue and mischief runs high among the fey lords and ladies in this mercurial, open-format adventure from acclaimed adventure designer Wolfgang Baur!

This Pathfinder Roleplaying Game adventure for 4th- through 6th-level characters is full of hijinks and trickery, and fits nicely into any campaign setting in which fey are regal. Their courtly plots are dangerous and will test bold adventurers’ skills to the limit!

Southlands Campaign Setting (PDF)

Vendor: Kobold Press
Type: Book
Price: 19.99

The Southlands - Realm of Mystery and Adventure

Southlands Campaign Setting offers everything you need to have legendary adventures in a sprawling continent of wealthy desert empires, demon-haunted jungles, and vast savannahs where gnolls and werelions hunt.

Featuring the talents of Wolfgang Baur (Midgard Campaign Setting, Al-Qadim), Ben McFarland (Streets of Zobeck) and Brian Suskind, this 300-page setting book includes:

  • New character options for Pathfinder Roleplaying Game, with five new PC races—Gnolls, Kijani, Nkosi, Tosculi and Trollkin—plus seven minor races
  • New magic items and spells, from flying carpets to lotus magic and hieroglyph magic and combat divination
  • New foes, perilous locations and deadly hazards, including the Orcs of the Green Abyss, the Corrupted Pyramid of Khensu, the Sorcerers of Nangui, and mummified monkey swarms
  • The many gods and demons of the Southlands: Anu-Akma , Ogun, Thoth-Hermes, Eshu, Set and more

Here are enough kingdoms, treasures, monsters and adventure hooks to provide years of gaming in the deserts, jungles and tropical mountains. Use Southlands with the Midgard Campaign Setting, or bring its cities, lore, creatures, and characters to any campaign.

Best of 2015 from Endzeitgeist
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