Spell Variants

Contents




Although a vast number of spells are available, many GMs and players have an insatiable desire for more options. In many cases it’s not necessary to create new spell options from scratch, since a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that you can make a lot of different effects with fairly minor changes to how a spell works, or by combining effects of multiple spells, or by mixing a spell and magic item or even a class ability (preferably from a class not used in the campaign).

Some spell variants are common and fairly obvious, such as having an iceball spell that is a fireball that deals cold damage. The following list of one-hundred-and-eleven spells variants are slightly more complex and are designed to show how you can create new spells without too much work. One important tip is that when you base a new spell on an old one many details — such as its school, components, duration, and often even interaction with other spells —is already determined. Similarly, you can often create spells that have entirely new themes just by changing casting time and legal targets. This last trick is often a great way to make spells appropriate for new classes.

For example it’s fairly obvious a druid class shouldn’t have the haste spell on its spell list, but a new spell called pack tactics that acts like haste but can be cast only on creatures of the animal type is perfect for druids. And even better, you already know it’s about a 3rd-level spell, since it doesn’t do anything the wizard haste spell doesn’t.

Because the following are all variants of existing spells, we present only a minimal sketch of each spell.

Any information not presented or mentioned is the same as the base spell the variant is built off. These spell descriptions are so short, it seems silly to list each one multiple times if it happens to appear on more than one class spell list. As a result, each spell variant lists what class and level it is designed for after its name. In cases where the spell appears at different levels for different classes, it is listed with the level of the first class to gain it. Other information such as School [descriptor], Casting Time, Components, Range, Area, Targets, Duration, Saving Throw, and Spell Resistance are only given if they differ from the base spell.

0-Level

Dancing Shadows

Level cleric 0, sorcerer/wizard 0

DESCRIPTION

As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step.

Detect Alchemy

Level alchemist 1, sorcerer/wizard 0

DESCRIPTION

As detect poison, but it detects objects created through alchemy and alchemical reagents rather than magic.

Tie/Unfasten

Level sorcerer/wizard 0

DESCRIPTION

As open/close, but it affects rope, string, lacing, straps, and similar objects that hold knots.

1st-Level

Ail

Level antipaladin 1

DESCRIPTION

As magic weapon, but creatures successfully struck by the weapon are also affected as flare (as the spell) rather than gain an enhancement bonus.

Caustic Cloud [acid]

Level sorcerer/wizard 1

DESCRIPTION

As sound burst but it deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round.

Deadeye

Level cleric/oracle 2, ranger 1

DESCRIPTION

As bomber’s eye, but it applies to ranged weapons that are not thrown.

Detect Enemy

Level ranger 1

DESCRIPTION

As detect undead, but it detects creatures against which you have a favored enemy bonus.

Elemental Beast

Level druid 2, ranger 1

EFFECTS

Target: animal or magic beast touched

DESCRIPTION

As elemental touch.

Fluster

Level bard 1

EFFECTS

Target: 1 living creature

DESCRIPTION

As hold person, but the target is staggered rather than paralyzed.

Force Jaws

Level summoner 1

DESCRIPTION

As spiritual weapon, but “weapons” is the same as the main attack of the summoner’s eidolon, and force jaws can attack only targets adjacent to the eidolon.

Guardian I

Level druid 1

DESCRIPTION

As mount, but the caster summons a CR 1 animal (same as the spell’s level). The same rules can be used to create guardian II-guardian IX (summoning CR 2 through CR 9 animals).

Magic Mace

Level sorcerer/wizard 1

EFFECTS

Range: touch
Target: creature touched

DESCRIPTION

As magic missile, but it deals d8s rather than d4s.

Protection From Monsters

Level bard 1, druid 2

DESCRIPTION

As protection from evil, but it works against creatures of one type (selected as casting) rather than evil.

Rejuvenate Familiar

Level sorcerer/wizard 1, witch 1

DESCRIPTION

As rejuvenate eidolon, except it applies to the caster’s familiar.

Repair Light Damage

Level sorcerer/wizard 1

DESCRIPTION

As cure light wounds, but it repairs objects and constructs that aren’t destroyed rather than healing living creatures. The same rules can be used to create higher-level repair spells, based on higher-level cure spells.

Screech [sonic]

Level bard 1

DESCRIPTION

As acid splash but it deals 1d4 sonic damage, and you can expend 1 round of bardic performance per 2 levels to deal +1d4 damage.

Scourge

Level cleric 1

DESCRIPTION

As burning hands but it deals untyped holy damage, and it affects creatures of opposing alignment only.

Summon Minion I

Level wizard 1

DESCRIPTION

As summon monster I, but it summons NPCs that have a CR at least 1 lower than creatures monster summoning I would produce. The same rules can be used to create summon minion II–IX, based on summon monster I–IX.

Torchbearer

Level sorcerer/wizard 1

EFFECTS

Duration: 10 minutes/level
Target: creature touched
Saving Throw: Reflex negates

DESCRIPTION

As dancing lights.

Weighty Sins

Level paladin 1

DESCRIPTION

As lead blades or gravity bow, but the extra damage applies only against evil targets.

Woodcraft

Level druid 1, ranger 1

DESCRIPTION

As crafter’s fortune, but the bonus is to the next Knowledge (nature) or Survival check.

2nd-Level

Adaptive Admix

Level alchemist 2

EFFECTS

Range: personal
Target: you

DESCRIPTION

As resist energy, but the resistance gained applies to the first of the following damage types you are affected by each round: acid, cold, electricity, fire, or sonic.

Ant’s Strength

EFFECTS

Duration: 1 hour/level

Level druid 2, sorcerer/wizard 2

DESCRIPTION

As bull’s strength, but it grants a +6 bonus to Strength for all purposes except the target’s attack and damage bonuses.

Apocalypse

Level oracle [not cleric] 2

DESCRIPTION

As hideous laughter, but the target screams denials as dread fates in its future are revealed.

Argent Blade

Level paladin 2

DESCRIPTION

As align weapon, but the weapon is considered silver instead of an alignment.

Bailiff

Level inquisitor 2

DESCRIPTION

As blur, but it grants full concealment and only does so against targets who confessed to a crime within the past day.

Baleful Shield

Level sorcerer/wizard 2

EFFECTS

Range: touch
Target: creature touched; Spell Resistance: yes

DESCRIPTION

As shield, but AC applies only against efforts by allies to heal or aid the target.

Detect Curse

Level cleric/oracle 2, inquisitor 3, paladin 3

DESCRIPTION

As detect magic, but it detects cursed items and creatures rather than magic.

Ineffable Enigma

School: enchantment [language-dependent]; Level oracle [not cleric] 2

EFFECTS

Duration: concentration

DESCRIPTION

You reveal to the target horrific secrets mortals were not meant to know. As lesser confusion.

Mud Pit

Level druid 2, sorcerer/wizard 3

EFFECTS

Duration: 10 minutes/level

DESCRIPTION

As the “overgrowth” option of plant growth but no plants are needed and spells that enhance or modify earth/stone/rock are enhanced rather than spells that enhance plants.

Pack Leader

Level druid 2

EFFECTS

Target: animal touched

DESCRIPTION

As heroism.

Persecution

Level inquisitor 2

DESCRIPTION

As versatile weapon, but it applies to all your attacks and you must expend a daily use of your judgment ability to cast it.

Prophecy

Level oracle [not cleric] 2

CASTING

Casting Time: 1 hour

EFFECTS

Range: same plane
Duration: 1 day/level

DESCRIPTION

You foresee good fortune for one creature. This spell functions as bless.

Remove Charm

Level bard 2, inquisitor 2

DESCRIPTION

As remove fear, but works against all mind-affecting effects.

Totem I

School: transmutation (polymorph); Level sorcerer/wizard 2, witch 2

EFFECTS

Range: touch
Target: your familiar
Duration: 10 minutes/level (D)

DESCRIPTION

You turn your familiar into a creature from the summon monster I chart. The same rules can be used to create totem II-totem IIX (turning your familiar into creatures from the charts from summon monster II-summon monster IIX).

Touch of Frailty

Level sorcerer/wizard 2

DESCRIPTION

As touch of idiocy but it reduces Strength, Dexterity, and Constitution rather than Intelligence, Wisdom, and Charisma. It might make feats useless if their prerequisites are no longer met.

Vanguard

Level paladin 2

EFFECTS

Duration: 1 round/level
Targets: All adjacent good creatures.

DESCRIPTION

As rally point.

Vile Mark

Level antipaladin 2

DESCRIPTION

As scorching ray but you only ever receive 1 bolt and the target is affected as by a brand spell.

War Staff

Level sorcerer/wizard 2

EFFECTS

Target: Staff in your hands

DESCRIPTION

As magic weapon but your staff makes 1 attack/round as a free action, using your caster level as the attack bonus. This ability cannot be used when the staff is in anyone else’s possession.

3rd-Level

Animate Construct

School: transmutation; Level cleric 3

DESCRIPTION

As animate dead, except it creates animated objects of the same CR as the undead you could create with animate dead.

Arcane Bow

Level sorcerer/wizard 3

DESCRIPTION

As gravity bow, but the effect is to gain the arcane archer’s imbue arrow power.

Backhand

Level antipaladin 3

CASTING

Casting Time: 1 swift action

DESCRIPTION

As inflict light wounds, but a target that fails its Fortitude saving throw is also knocked prone.

Beast Sense

Level druid 3

DESCRIPTION

As share senses, but it grants you the senses of any creature you can wild shape into rather than the normal benefit.

Choir

Level bard 3

DESCRIPTION

As the ‘summon 1d3 monsters’ option of summon monster II, and creatures summoned can maintain a bardic performance you begin.

Divine Grant

Level cleric 3

DESCRIPTION

As divine favor, but the bonus applies to caster level checks and concentration checks rather than the normal benefit.

Exigent Shield

Level cleric 3,Witch 3

EFFECTS

Range: Long (400 ft. +40 ft./level

DESCRIPTION

As shield other but works only on damage that would kill or knock unconscious a target.

Fey Holt

Level druid 3

EFFECTS

Target: One tree with branches

DESCRIPTION

As rope trick, but cast in the branches of a tree rather than at end of a rope.

Fumes

School: conjuration [fire]; Level druid 3, sorcerer/wizard 3

DESCRIPTION

As obscuring mist, but creatures take 2d6 fire damage each turn they are in area.

Glide

Level sorcerer/wizard 3

DESCRIPTION

As spider climb, but you don’t need any free limbs to move, and you ignore difficult terrain rather than climb up walls.

Mute

Level bard 3, sorcerer/wizard 4, witch 3

EFFECTS

Target: 1 creature
Effect: Silence the sounds of target creature.

DESCRIPTION

As silence.

Posse

Level inquisitor 3

DESCRIPTION

As haste, except targets gain use of one judgment you are currently using rather than haste’s normal benefits.

Reconjure

Level summoner 3

EFFECTS

Target: Your eidolon or a creature you have summoned

DESCRIPTION

As jester’s jaunt.

Revitalize

Level cleric 3

EFFECTS

Duration: 10 minutes/level

DESCRIPTION

As greater restoration, but it also fixes staggered, and its effects last only for the spell’s duration.

Secret Pockets

Level sorcerer/wizard 3

EFFECTS

Target: one bag, pouch, pocket, or similar container

DESCRIPTION

As greater magic weapon, but it turns containers into bags of holding (the type equals 1 every 4 caster levels) rather than the normal benefit.

Speak with Vermin

Level bard 5/druid 4/Witch 3

DESCRIPTION

As speak with plants, but it works on vermin rather than plants.

True Aspect

Level cleric 3, sorcerer/wizard 3

DESCRIPTION

As true form, but it applies to illusions concealing appearance, including invisibility, rather than the normal benefit.

4th-Level

Allfeast

Level ranger 4

DESCRIPTION

As allfood, but is tasty and also provides the bonuses (though not curative) of heroes’ feast.

Arcane Forge

Level sorcerer/wizard 4

DESCRIPTION

As greater magic weapon, but you can forgo some of the enhancement bonus granted for special weapon abilities for which you meet the prerequisites to craft.

Aspect of the Dragon

Level sorcerer/wizard 4

DESCRIPTION

As aspect of the wolf, but you take on a draconic appearance and the bonuses granted are +4 to Constitution and Charisma, and +2 to caster level checks.

Banish Ward

Level inquisitor 4, witch 4

DESCRIPTION

As banish seeming, but it works against abjuration spells rather than the normal effect.

Barrage

Level sorcerer/wizard 4

DESCRIPTION

As true strike, but the effect is the arcane archer’s ‘hail of arrows’ power rather than the normal benefit.

Cavalry

Level sorcerer/wizard 4

DESCRIPTION

As mount, but you summon 1 mount/level, and summoned mounts serve anyone you designate.

Comet Swarm

Level sorcerer/wizard 4

DESCRIPTION

As scorching ray, but bolts deal 4d4 damage, and you get 1 bolt per 3 caster levels. As a swift action in the next round, when you cast the spell and miss, you can redirect the bolt at a new target within range.

Crusader’s Blessing

Level cleric 4, paladin 4

DESCRIPTION

As blessing of courage and life, but it grants a +2 morale bonus to AC and attack rolls and the burst of healing energy heals 3d8 + caster level.

Elemental Companion I

Level druid 4

EFFECTS

Range: touch
Target: 1 creature of animal type

DESCRIPTION

As elemental body I. It is possible to use the same variant to create elemental companion II, III and IV from elemental body II, III, and IV.

Extraction

Level sorcerer/wizard 4

DESCRIPTION

As king’s castle, except you don’t move, and the target arrives in a space adjacent to you.

Imbue With Skill

Level bard 4, witch 4

EFFECTS

Duration: 8 hours

DESCRIPTION

As imbue with spell ability, but you grant the target skill ranks in one skill up to the target’s HD. You lose the same number of ranks in the same skill for the spell’s duration. You cannot grant more ranks in a skill than you possess.

Polymorph Weapon

Level sorcerer/wizard 4

EFFECTS

Target: 1 weapon

DESCRIPTION

As polymorph any object, but you can polymorph weapons into other weapons with the same magic abilities only.

Reduce Monster

Level sorcerer/wizard 4

EFFECTS

Target: 1 living creature
Saving Throw: Fort negates; Spell Resistance: yes

DESCRIPTION

As reduce animal.

Rejuvenate Familiar

Level sorcerer/wizard 4, witch 4

EFFECTS

Target: your familiar

DESCRIPTION

As rejuvenate eidolon.

Scout

Level ranger 4

EFFECTS

Target: 1 animal of magical beast friendly to you

DESCRIPTION

As share senses.

Swap

Level summoner 4

EFFECTS

Target: Your eidolon or a creature you have summoned.

DESCRIPTION

As king’s castle.

Typhoid Tonic

Level alchemist 4

EFFECTS

Range: personal
Target: you
Duration: 1 hour/level

DESCRIPTION

As contagion, except for the spell’s duration you can infect targets (as contagion) with a touch attack. You can affect a maximum of 1 target per 2 levels.

Whiteout

School: conjuration [cold]; Level druid 4

You summon a flurry of snow. As darkness, but it drops light levels two steps in the area, and it doesn’t counter or get countered by light spells.

5th-Level

Aegis

Level sorcerer/wizard 5

EFFECTS

Effect: Magic sigil on one shield touched.

DESCRIPTION

As sepia snake sigil, except it is cast on a shield and targets a creature that reduces the bearer’s hp to 0 or less with a sepia snake sigil.

Arcane Nova

Level sorcerer/wizard 5

DESCRIPTION

As summon monster I but it summons a lantern archon with 10 hp/caster level. The archon casts spells as a sorcerer with an effective level of 1 per 3 caster levels.

Control Vermin

Level druid 5

DESCRIPTION

As control plants, but it affects vermin rather than plants.

Faux Find

Level cleric 5, sorcerer/wizard 5

DESCRIPTION

As nondetection, but failed divinations also create random false detection of target elsewhere within the divination spell’s range.

Giant Strike

Level cleric 5

DESCRIPTION

As strong jaw, but it affects unarmed and weapon attacks.

Grave Influence

School: necromancy [language-dependent]; Level cleric 5, sorcerer/wizard 6

EFFECTS

Targets: one undead/2 levels, no two of which can be more than 30 feet apart

DESCRIPTION

As mass suggestion.

Mage Fire

Level sorcerer/wizard 5

DESCRIPTION

As flameblade, but it deals 1d4 damage per 3 levels, and as a standard action you can cast a touch spell and deliver it with an attack by the mage fire (dealing fire damage normally). If you miss this attack, the touch spell is lost.

Mass Break

Level sorcerer/wizard 5

EFFECTS

Targets: All objects of one kind (in other words, “short swords”), no two of which can be more than 30 feet apart.

DESCRIPTION

As break.

Scry Trap

Level bard 5, sorcerer/wizard 6

EFFECTS

Range: unlimited
Duration: 1 day/level or until discharged (D

DESCRIPTION

As alarm, but when the alarm goes off it automatically shows you a vision of the area alarmed, as the scry spell.

Sea Lord

Level sorcerer/wizard 5

DESCRIPTION

As freedom of movement, except it does not grant the benefits of that spell’s first paragraph, and it does grant the power to breath underwater for the spell’s duration.

Spiritual Warrior

Level cleric 5

DESCRIPTION

As spiritual weapon, except damage is 2d6 +1/level, and the weapon threatens adjacent spaces (though it can’t actually make attacks of opportunity).

6th-Level

Black Blood

Level alchemist 6

EFFECTS

Range: personal
Target: you
Duration: 10 minutes/level

DESCRIPTION

As poison, except that creatures that hit you with natural or unarmed attacks are affected as by the poison spell.

Dragonbane

School: abjuration; Level druid 6, inquisitor 6

DESCRIPTION

As unholy aura, but the bonuses and effects apply only against targets of dragon type.

Floating Sphere

Level sorcerer/wizard 6

DESCRIPTION

As telekinetic sphere, but the sphere is only as tough as a wall of stone, and it takes a move action to direct it to fly.

Form of Madness

Level sorcerer/wizard 6

DESCRIPTION

As beast shape IV, except it allows you to become a Small, Medium, or Large aberration rather than assume any of the normal forms.

Hibernate

Level druid 6

EFFECTS

Range: personal
Target: you

DESCRIPTION

As temporal stasis, but it ends when a condition (for example: “when this torch is lit,” “when winter ends) defined by you (at casting) is met.

Maul of Anarchy

School: evocation [chaotic]; Level cleric 6

DESCRIPTION

As spiritual hammer, except targets hit are affected as by the chaos hammer spell rather than the normal damage.

Mass Modify Memory

Level bard 6

EFFECTS

Targets: 1 creature/level, no two of which can be more than 30 feet apart

DESCRIPTION

As modify memory. All targets get the same memory.

Molten Glass Bolt

Level sorcerer/wizard 6

DESCRIPTION

As acid arrow but it deals 5d6 fire/round and target is slowed.

Primal Form I

Level druid 6

DESCRIPTION

As form of the dragon I, but it allows you to become a primal dragon. Primal form II and III can be created by applying the same changes to form of the dragon II and III.

Ring of Fire

Level sorcerer/wizard 6

EFFECTS

Range: personal
Target: you
Effect: A ring of fire that moves with you

DESCRIPTION

As the circle option of wall of fire.

Tidal Wave

Level druid 6, sorcerer/wizard 6

DESCRIPTION

As aqueous orb, but Colossal, deals 6d6, passes 30-foot walls, and affects Gargantuan targets.

7th-Level

Embody

Level sorcerer/wizard 7

CASTING

Components: V, S, M (1,000 gp diamond dust), F (one corpse)

DESCRIPTION

As reincarnate, except dead creature is brought back in a specific dead body you have, which acts as the focus.

Ooze Form

Level sorcerer/wizard 7

DESCRIPTION

As gaseous form without the effects outlined in the first 5 sentences, and no fly speed. Gain 30 feet swim and climb rates, plus succeed at all Climb and Swim checks.

Pestilence

Level cleric 8, druid 7, sorcerer/wizard 8, witch 7

EFFECTS

Duration: 1 hour/level

DESCRIPTION

As summon swarm but any creature damaged by the swarm is targeted by a contagion spell cast at your caster level.

Portal

Level cleric 7, sorcerer/wizard 7

DESCRIPTION

As transport via plants, except travel is from doorway to doorway rather than plant to plant.

Symbol of Lust

Level cleric 9, witch 7

DESCRIPTION

As symbol of death, but targets act as if under an elixir of love for 10 minutes/level.

Summon Siren

Level druid 7, sorcerer/wizard 7

DESCRIPTION

As summon monster VI, except you summon one succubus who has pied piper as if you cast it.

8th-Level

Alter Reality

School: illusion [shadow]; Level cleric 9, sorcerer/wizard 8

CASTING

Components: V, S

DESCRIPTION

As limited wish, but it creates effects that could exist without magic only, and if you duplicate the effects of a spell with a material component that cost 1gp or more, you must provide powdered onyx worth the same value.

Deny

Level cleric 8

CASTING

Casting Time: immediate action

DESCRIPTION

As greater dispel magic, but it can be used to counterspell instantaneous spells in addition to normal options.

Edict

Level cleric 8

DESCRIPTION

As dictum, but the effects are different, as follows: deaf equals command (as the spell), staggered equals geas (as the spell), paralyze equals charm monster (as the spell), dead equals target’s alignment permanently becomes lawful.

Prismatic Shield

Level sorcerer/wizard 8

DESCRIPTION

As shield, but foes striking you with a melee attack are hit by one ray from the prismatic ray table.

9th-Level

Analogue

Level sorcerer/wizard 9

DESCRIPTION

As clone, but you can create a duplicate of yourself only and the clone acts as a simulacrum (as the spell) until used to resurrect you.

Flying Castle

Level sorcerer/wizard 9

DESCRIPTION

As secure shelter, except the area is 100-square-feet/level, and the structure has a 60-foot fly speed and moves as you direct.

Infiltrator

Level sorcerer/wizard 9

EFFECTS

Range: unlimited

DESCRIPTION

As charm monster, but the target is also affected by share senses and telepathic bond, giving you the ability to control it easily at vast range.

Prismatic Blade

Level sorcerer/wizard 9

DESCRIPTION

As flame blade, except each successful attack produces one effect from the prismatic ray table instead of the normal damage.

Post Script

Most of these spell variants began life as twitter entries on author Owen K.C. Stephens Twitter account (@Owen_Stephens). New variant spells are regularly featured in the author’s posts, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd.com/extras/3pp-previews/-spelltweets.

Although a vast number of spells are available, many GMs and players have an insatiable desire for more options. In many cases it’s not necessary to create new spell options from scratch, since a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that you can make a lot of different effects with fairly minor changes to how a spell works, or by combining effects of multiple spells, or by mixing a spell and magic item or even a class ability (preferably from a class not used in the campaign).

Some spell variants are common and fairly obvious, such as having an iceball spell that is a fireball that deals cold damage. The following list of 110 spells variants are slightly more complex than that, and are designed to show how you can create new spells without too much work. One important tip is that when you base a new spell on an old one many details — such as its school, components, duration, and even interaction with other spells —are already determined. Similarly, you can often create spells that have entirely new themes just by changing casting time and legal targets.

This last trick is a great way to make spells appropriate for new classes.

For example, it’s fairly obvious a druid class shouldn’t have the haste spell on its spell list, but a new spell called pack tactics that acts like haste but can be cast only on creatures of the animal type is perfect for druids. And even better, you already know it’s about a 3rd-level spell, since it doesn’t do anything the wizard haste spell doesn’t.

Because the following are all variants of existing spells, we present only a minimal sketch of each spell.

Any information not presented or mentioned is the same as the base spell the variant is built from. These 2 spell descriptions are so short, it seems silly to list each one multiple times if it happens to appear on more than one class spell list. As a result, each spell variant lists what class and level it is designed for after its name. In cases where the spell appears at different levels for different classes, it is listed with the level of the first class to gain it. Other information such as School, [Descriptor], Casting Time, Components, Range, Area, Targets, Duration, Saving Throw, and Spell Resistance are only given if they differ from the base spell.

0-Level

Dancing Shadows

Level cleric 0, sorcerer/wizard 0

DESCRIPTION

As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step.

Diver’s Breath

Level alchemist 0, cleric 0, druid 0, wizard 0, witch 0

DESCRIPTION

As ant haul but triples duration target can hold his breath.

1st-Level

Alter Seas

Level druid 1, wizard 1

DESCRIPTION

As alter winds but applies to water conditions.

Buffoon

Level bard 1, cleric 1, witch 1

DESCRIPTION

As bungle, but penalty is to target’s next intentional skill check.

Forbidden Words

Level witch 1

DESCRIPTION

As the deafness option of blindness/deafness, but witch may allow target to hear specific creatures.

Hawk Eye

Level ranger 1

DESCRIPTION

As bomber’s eye but applies to ranged weapon attacks.

Kiss of Chaos

Level witch 1

CASTING

Components: none

EFFECTS

Range: touch
Duration: 1 round/2 levels

DESCRIPTION

As lesser confusion, but target must be kissed by the caster (a touch attack that requires the target to be willing or have lost its Dex bonus to AC).

Perceive Peril

Level alchemist 1, bard 1, inquisitor 1, paladin 1, witch 1

DESCRIPTION

As anticipate peril, but bonus applies to the first Perception check the target makes to act in a surprise round.

Seen Servant

Level bard 1, wizard 1

DESCRIPTION

As unseen servant but creates an illusory assistant that also can perform any task as if it has all Professional skills at a bonus equal to half your caster level (minimum +1).

Summon Trap I

Level ranger 1, summoner 1, wizard 1

DESCRIPTION

As sepia snake sigil, except the effect is to trap a door or object with CR 1 trap. Higher level versions of this spell can be created (summon trap II at 2nd level, summon trap III at 3rd level, and so on). Each higher level version summons a trap with a CR equal to (level of the spell x2) -1, so summon trap IX summons a CR 17 trap.

2nd-Level

Aura of Peace

Level bard 2, cleric 2, witch 2

EFFECTS

Saving Throw: Will negates

DESCRIPTION

As defensive shock but rather than deal damage affected creatures suffer a -1 penalty to attack rolls per 2 caster levels.

Each creature touched takes half the penalty as the last one. When a creature touches you, it gains a Will save to negate the spell.

Bag of Knives

Level magus 2, wizard 2, witch 3

CASTING

Components: V, F (one dagger/2 levels

DESCRIPTION

As magic missile, but causes 1 force dagger/2 levels to fly out and attack targets in range as ranged touch attacks, dealing 1d4+1 hp of damage on a successful attack.

Bestow Dominion

Level cleric 2

DESCRIPTION

As bestow grace but target gains use of a 1st level domain power you have.

Bewitch

Level witch 2

EFFECTS

Range: close (25 ft. +5 ft./2 levels

DESCRIPTION

As bestow curse, but the effect is for the target to suffer a –4 penalty to all saving throws against hexes.

Brewer (Any Spellcasting Class 2

DESCRIPTION

As greater magic weapon, but causes potion to act as a different potion of same or lower gp value.

Cure Mount

Level paladin 2

CASTING

Casting Time: 1 swift action

DESCRIPTION

As heal mount but heals mount as if you’d used your lay on hands ability.

Dancing Weapon

Level magus 2, wizard 2, witch 3

EFFECTS

Target: weapon touched

DESCRIPTION

As spiritual weapon, but you cast it on a weapon. The weapon deals its normal damage, with an attack bonus equal to the caster’s base attack bonus plus his Intelligence or Charisma modifier (whichever is higher).

Dead Man’s Talents

Level alchemist 2, magus 2, wizard 2, witch 2

EFFECTS

Target: one dead creature

DESCRIPTION

As blood transcription, but you gain one feat the target possesses for which you meet the prerequisites. You cannot copy this feat into a spellbook, but if you recast this spell before its duration ends, your reset the 24 hour period you keep the feat.

Demarcate

Level inquisitor 2, ranger 2

DESCRIPTION

As bestow curse, but the effect is for the caster to receive +6 circumstance bonuses to Perception, Sense Motive, and Survival checks made against the target.

Iron Bindings

Level magus 2, wizard 2

EFFECTS

Range: touch
Target: creature touched Target is affected as if caught in a web spell, though the bindings are not flammable.

Jawbone

Level cleric 2

EFFECTS

Duration: 1 round/level

DESCRIPTION

As beguiling gift, but target takes and uses a proffered weapon in preference to any other weapons.

Mordant Lance

Level magus 2, wizard 2

EFFECTS

Range: touch

DESCRIPTION

As acid arrow, but is a single melee ranged touch attack that deals 3d4 acid damage.

Ray of Lassitude

Level magus 2, witch 2

DESCRIPTION

As ray of enfeeblement, but effect is for target to be entangled for duration.

Sacred Sacrifice

Level cleric 2, inquisitor 2, paladin 2

DESCRIPTION

As holy shield but applies to your armor, rather than your shield.

Scholar’s Cunning

Level bard 2, witch 2

DESCRIPTION

As fox’s cunning, but the bonus to Intelligence does grant additional skill ranks (which are assigned by the caster, subject to normal maximums), but does not increase the save DC of spells that base the DC off the target’s Intelligence.

Sense Evil

Level paladin 2

DESCRIPTION

As bloodhound, but only applies to the scent from evil creatures and objects.

Unnatural Avarice

Level bard 2, witch 3

DESCRIPTION

As unnatural lust, but target desires to possess an object of the caster’s choice.

Unnatural Gluttony

Level bard 2, witch 3

DESCRIPTION

As unnatural lust, but target desires to consume an apparently potable or edible fluid or solid of the caster’s choice.

Unnatural Wrath

Level bard 2, witch 3

DESCRIPTION

As unnatural lust, but target desires to include a target of the caster’s choice in a damaging attack or effect.

Wall of Dirt

Level druid 2, wizard 3

DESCRIPTION

As wall of stone, but no hardness and 5 hp/inch, and it cannot be used to bridge a chasm.

Whispers of the Dead

Level bard 2, cleric 2, wizard 2, witch 2

DESCRIPTION

As boiling blood, but the effect is to cause the target to hear whispers of the dead, taking a -2 penalty to attack rolls and skill checks.

Creatures able to cast one or more necromancy spells instead gain a +2 morale bonus to wisdom or Intelligence (caster’s choice).

3rd-Level

Appetize

Level witch 3

DESCRIPTION

As allfood, but also makes living target subject to bite attacks (1d6 Medium) from anyone.

Aura of Vehemence

Level ranger 3

DESCRIPTION

As aura of greater courage but effect is to grant allies all your favored enemy bonuses.

Bloody Blades

Level antipaladin 3, magus 4, witch 4

DESCRIPTION

As bloody claws, but applies to weapon attacks made by target.

Burrow

Level alchemist 3, witch 3

DESCRIPTION

As fly, but you gain 20’ burrow rate and the earth glide ability instead of flying.

Divine Vengeance

Level paladin 3

DESCRIPTION

As divine transfer but effect is to give target the bonus to attacks and damage equal to your smite evil, against a target you have currently targeted with smite evil.

Furrier

Level: Any spellcasting class 3

DESCRIPTION

As fabricate but turns corpses into tanned furs and leathers with a maximum value of 10 gp per HD the corpse had when living.

Jolt

Level druid 3, magus 3, wizard 3

DESCRIPTION

As call lightning, but each bolt requires a ranged touch attack, can be invoked as a swift action, and deals 1d6 damage +1 per 2 caster levels.

Junkyard

Level wizard 3

EFFECTS

Range: medium (100 feet + 10 feet/level

EFFECTS

Area: 20-foot-radius

DESCRIPTION

As break, but affects all unattended objects in the area, and one randomly determined attended object per creature within the area.

Mating Call

Level bard 3, witch 3

DESCRIPTION

As pox pustules but effect is for the target to be fatigued and suffer a –4 penalty to Wisdom.

Mute

Level bard 3, cleric 4, wizard 4, witch 3

DESCRIPTION

As blindness/deafness, but effect is to cause target to be unable to speak.

Negate Visage

Level cleric 3

DESCRIPTION

As negate aroma but blurs target so it can’t be positively identified or use gaze attacks.

Protection from Dragons

Level cleric 3, magus 3, paladin 3, ranger 3

DESCRIPTION

As protection against evil but benefits apply against (and only against) dragons, and it also includes the benefits of a resist energy against all energy types, but only against dragon breath weapons.

Retune Wand

Level bard 3, wizard 3

EFFECTS

Target: wand touched

DESCRIPTION

As magic weapon, but causes the target wand to cast a spell you know, rather than the spell it was created to cast. The spell you select must be no higher level than the spell the wand normally casts. Charges used by the wand while under the effects of this spell remain lost when the duration ends.

Saber of Light

Level magus 3, wizard 3

DESCRIPTION

As magic weapon, but weapon also ignores all hardness and DR, and allows the wielder to act as if they have the Deflect Arrow feat and a free hand to use it.

Sage Command

Level wizard 3

DESCRIPTION

As gallant inspiration, but can only be used when you instruct a target to take an action in advance, and the target attempts and fails that action.

Scrivener
Any Spellcasting Class 3

DESCRIPTION

As magic weapon but is cast on a magic scroll, causing scroll’s caster level to be equal to user’s caster level.

Touch of Incompetence

Level cleric 3, witch 3

DESCRIPTION

As touch of idiocy, but effect is ?1d6 attack bonus or ?1d6 to all skills as the caster prefers.

Touch of Infection

Level cleric 3, witch 3

DESCRIPTION

As touch of fatigue, but effect sickens target.

Verve

Level paladin 3, ranger 3

DESCRIPTION

As allegro, but the bonuses only apply while you are using your smite evil ability, or have damaged a foe you gain favored enemy bonuses against within the past 3 rounds.

Virulence

Level druid 3, wizard 4, witch 3

DESCRIPTION

As accelerate poison, except it causes a disease to force 1 save every round.

Vision of Paradise

Level bard 3, wizard 3, witch 3

DESCRIPTION

As vision of hell but calm scene of heavenly peace causes all creatures not Lawful Good to take a -2 penalty to attack rolls.

4th-Level

Aquatic Hammer

School: [water]

Level druid 4

DESCRIPTION

As arboreal hammer, but the effect requires a body of water of at least Colossal size, and the water forms the animated “tree.”

Backtrack

Level ranger 4

DESCRIPTION

As find the path, but only to locate the home base of a creature you are touching.

Banish Summoning

Level cleric 4, inquisitor 4, wizard 4, witch 4

DESCRIPTION

As banish seeming, but negates conjuration/summoning spells, or prevents a creature from being able to use conjuration spells and abilities.

Balm

Level cleric 4

DESCRIPTION

As greater magic weapon, but item acts as 1st level wand of cure light wounds, w/1 charge per 3 caster levels.

Celestial Mount

Level paladin 4

EFFECTS

Target: your paladin’s mount

DESCRIPTION

As haste, but also grants the ability to fly as the fly spell.

Cinder Storm

Level druid 4, wizard 4, witch 4

DESCRIPTION

As ash storm but targets must also make a Fortitude save each round or be blinded for 1 round and take 1 hp/2 levels fire damage.

Dance of 100 Gestures

Level bard 4

DESCRIPTION

As dance of 100 cuts, but the bonuses are to caster level, concentration checks, and spellcraft checks.

Dispatch Magic

Level magus 4, inquisitor 4, witch 5

DESCRIPTION

As dispel magic, but if you decide to end a spell active on you as a swift action (with a remaining duration of at least 5 rounds), you gain a bonus to the dispel check equal to the level of the spell you end.

Forceful Lightning

Level wizard 4

DESCRIPTION

As call lightning, but each “bolt” is the shape of and deals the damage dice of burning hands, and targets that fail their saving throw are knocked prone.

Grant Mercy

Level paladin 4

DESCRIPTION

As arcane concordance, but effect is to add the benefit of one of the mercies you have selected to all magic healing cast in area.

Illuminate Scroll

Level wizard 4

DESCRIPTION

As amplify elixir, but applies to spells of
4th Level and lower you cast from a scroll.

Interesting Times

Level oracle 4

EFFECTS

Range: short (25 feet +5 feet/2 levels
Target: one creature Save: Will negates

DESCRIPTION

As borrow fortune but you give target a reroll of its next d20 roll, then force it to roll the two d20 rolls after that twice and take the worst result.

Ioun Ring

Level wizard 4

EFFECTS

Target: magic ring touched

DESCRIPTION

As greater magic weapon, but causes a ring to act as an ioun stone (orbiting head instead of ring item slot).

Malediction

School necromancy; Level cleric 4

Saving Throw: Will negates

DESCRIPTION

As blessing of courage and life but gives a –2 penalty to attack rolls target may end by choosing to take 5d8 hp of damage +1/level.

Mind Trick

Level wizard 4, witch 4

DESCRIPTION

As glibness, but bonus applies to Diplomacy checks.

Simulate Scroll

Level bard 4, wizard 4

DESCRIPTION

As alchemical allocation, but you gain benefit of a scroll’s spell on yourself. Only works on spells of
4th Level or lower.

Symbol of Exertion

Level cleric 4, wizard 4, witch 4

DESCRIPTION

As symbol of slowing except targets are fatigued instead of slowed.

Toady

Level antipaladin 4, bard 4, wizard 5

DESCRIPTION

As lesser geas but target also turned into humanoid of your choice as if by the polymorph spell.

Trace Arcana

Level wizard 4

CASTING

Components: V, S, F (effect of a spell or a magic item

DESCRIPTION

As blood biography, but you learn the name of the spell or item that serves as the focus, and when it was cast or created, and who cast or created it.

5th-Level

Absorption

Level alchemist 5, bard 5, wizard 6

DESCRIPTION

As absorbing touch but you can absorb the next object that touches any part of your body. You may ready to attempt to absorb something, such as an enemy’s sword or a thrown weapon.

Balefire

Level inquisitor 5, wizard 5, witch 7

DESCRIPTION

As fireball but max 15d6, damage dealt is half fire damage and half untyped magic damage, and all the ongoing spells, spell-like effects, and supernatural effects of a foe killed by the balefire end.

Blade Storm

Level magus 5, wizard 5, witch 6

DESCRIPTION

As arrow eruption, but you duplicate any attack an ally in range used to kill a foe in the past round.

Curse Item

Level cleric 5, wizard 6, witch 5

DESCRIPTION

As bestow curse, but effect is to turn one of foe’s items into a cursed item of your caster level or less.

Cyclone Call

School [air]; Level cleric 5/druid 4

EFFECTS

Targets: 1 target per 5 caster levels, no 2 of which may be more than 30 feet apart.

DESCRIPTION

As black tentacles but effects are caused by small cyclones.

God of Storms

Level cleric 5/druid 5

DESCRIPTION

As call lighting, but requiring only a swift action to call a bolt each round.

God’s Hammer

Level cleric 5

DESCRIPTION

As greater magic weapon but effect is to cause one bludgeoning weapon to act as an immovable rod only you can deactivate.

Haberdasher

Level bard 5, wizard 6, witch 5

EFFECTS

Target: magic item touched

DESCRIPTION

As greater magic weapon, but causes a magic item that takes one of the following body slots – belt, body, chest, feet hands, head, neck, shoulders, or wrist – to act like a different magic item of the caster’s choice which uses the same magic item slot, and has a maximum gp value of 1,000 gp per caster level.

Mass Aspect of the Bear

Level druid 5

EFFECTS

Range: long (400 feet +40 feet/level

EFFECTS

Targets: 1 creature/level, no two of which may be more than 30 feet apart.

DESCRIPTION

As aspect of the bear.

Retribution

Level wizard 5

DESCRIPTION

As blaze of glory but effect grants allies +5 to attack rolls and weapon damage for 1 round/level, while foes take 1d6/level damage.

Symbol of Illness

Level cleric 5, wizard 5, witch 5

DESCRIPTION

As symbol of slowing except targets are sickened instead of slowed.

Symbol of Tendrils

Level cleric 5, wizard 5, witch 5

DESCRIPTION

As symbol of sealing but creates field of black tentacles (as the spell).

Turtle

Level cleric 5, druid 4

DESCRIPTION

As slow, but targets are also muted.

Up Tempo

Level bard 5

EFFECTS

Target: one creature

DESCRIPTION

As haste but effect is for the target to be able to take a full-round action as a standard action. The target can thus take a full-round action and a move action, but may not take a standard action and two move actions.

6th-Level

Aqueous Doom

Level druid 6, wizard 6

EFFECTS

Area: 20-foot-radius

DESCRIPTION

As aqueous orb, but the effect is stationary and also traps targets within it as an entangle spell.

Borrow Spell

Level bard 6, cleric 6, wizard 6

DESCRIPTION

As borrow skill but you borrow the ability to cast a spell the target knows that is also a spell you could potentially know and cast.

Curse of Rage

Level bard 6, wizard 6, witch 6

DESCRIPTION

As curse of disgust, but urge is to attack trigger, not to avoid it.

Daze Monster, Mass

Level bard 6, inquisitor 6, wizard 6, summoner 6, witch 6

DESCRIPTION

As mass daze but affects creatures of any type.

Ghost Howl

Level alchemist 6, bard 6

EFFECTS

Range: medium (100 feet +10 feet/level)
Targets: 1 creature per level, no 2 of which may be more than 30 feet apart.

DESCRIPTION

As ear-piercing scream.

Inquisition

School [language-dependent]; Level inquisitor 6

DESCRIPTION

As howling agony except the penalties are doubled and you may ask a question of the targets each round. Targets only avoid the spell’s penalties if they answer your most recent question truthfully.

Rearguard

Level alchemist 6

DESCRIPTION

As bow spirit but you grow an extra arm that can throw one bomb a round as a swift action.

Saint’s Fire

Level druid 6, wizard 6

DESCRIPTION

As ball lightning except rather than traveling independently, the globes always stay adjacent to you wherever you go. Whenever you are adjacent to a foe, 1 globe attempts to damage that foe. No foe may be affected by more than 1 globe each round.

Self Repair

Level wizard 6

DESCRIPTION

As unbreakable construct but grants fast healing equal to the target’s DR/adamantine or hardness (whichever is higher).

War Mind

Level bard 6, wizard 8

DESCRIPTION

As telepathic bond, but each target also gains the benefits of battlemind link, taking the highest initiative check of all involved, and gaining the secondary benefits whenever any two participants attack or cast spells at the same target.

Wend

Level cleric 6, wizard 4

EFFECTS

Range: personal
Target: you

DESCRIPTION

As greater teleport, but transports only you to locations you could theoretically reach by flying, given enough time.

7th-Level

Animate Corpses

Level cleric 7, wizard 8

DESCRIPTION

As animate plants, but you may either animate corpses, or turn a graveyard into an entangle.

Bestow Might of the Justicar

Level cleric 7, inquisitor 6

EFFECTS

Target: creature of your alignment touched.

DESCRIPTION

As bestow grace of the champion, but grant target ability to use judgments as an inquisitor of a level one-third your caster level.

Circle of Will

Level cleric 7, witch 7

DESCRIPTION

As circle of clarity, but bonuses are to saves against enhancement spells and Sense Motive checks to identify if a creature is under the effect of such magic.

Devastator

Level cleric 7, inquisitor 6

DESCRIPTION

As brilliant inspiration, but target rolls all damage it deals twice (taking the better result) and the spell ends if it scores a critical hit or deals maximum damage.

Greater Blessing of Fervor

Level cleric 7

EFFECTS

Duration: 1 minute/level

DESCRIPTION

As blessing of fervor, but targets may select two of the benefits each round.

Oubliette of Oblivion

Level wizard 7, summoner 6

DESCRIPTION

As acid pit, but deals 1d6 Strength damage per round, and killed targets become wraiths.

8th-Level

Antispell Ray

Level cleric 8, wizard 7

DESCRIPTION

As polar ray, but effect is for target to lose 1 random spell slot per caster level and suffer a 1d4 drain to Int, Wis or Cha (whichever ability score is highest).

Deadline

Level cleric 8

DESCRIPTION

As quest, but if task is not completed by spell’s end, target is affected by bestow curse.

Fall Back

Level cleric 8

CASTING

Casting Time: 1 immediate action

DESCRIPTION

As bard’s escape but you may only cast it when you or an ally is knocked unconscious or killed.

Torture

Level cleric 8, inquisitor 6, wizard 8, witch 7

EFFECTS

Target: one creature

DESCRIPTION

As agonize, but can be used to reduce the resilience of any target to your spells and checks, but has no affect on pricing for services rendered.

9th-Level

Curse of Ill-Fortune

Level witch 9

DESCRIPTION

As prediction of failure, but target must roll all attacks and skill checks twice, taking the worse of the two results, rather than be shaken and sickened, and there is no spellblight effect.

Doomform

Level druid 9, witch 9

EFFECTS

Range: personal
Target: you

DESCRIPTION

As greater polymorph, but duration is 1 round/level and once you take damage equal to double your caster level you detonate, affecting every creature within 30 feet with bestow curse, and immediately dimension door (arriving in your normal form).

Eye of Doom

Level wizard 9, witch 9

DESCRIPTION

As scrying but subjects seen count as 25 feet away for purposes of the caster targeting them with spells. A target receives a new saving throw as a free action at the beginning of each turn.

Slave Husk

Level wizard 9

DESCRIPTION

As trap the soul, but body is not taken and is instead controlled as by dominate monster.

Post Script

Most of these spell variants began life as twitter entries on author Owen K.C. Stephens Twitter account (@Owen_Stephens). New variant spells are regularly featured in the author’s posts, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd.com/extras/3pppreviews/- spelltweets.

While there are a vast number of spells available, many GMs and players have an insatiable desire for more options. In many cases it’s not necessary to create new spell options from scratch, as a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that there are a lot of interesting effects you can make with fairly minor changes to how a spell works, or by combining effects of multiple spells, or a spell and magic item or even a class ability (preferably from a class not used in the campaign). While we have explored 220 variants in previous products (The Genius Guide to 100 Spell Variants, and The Genius Guide to Another 110 Spell Variants), there’s always room for more magic!

Some spell variants are common and fairly obvious, such as having an iceball spell that is simple fireball dealing cold damage. The following list of 110 spells variants are slightly more complex, and are designed to show how it’s possible to create new spells without too much work. One important tip is that when you base a new spell on an old one many details — such as it’s school, components, duration, and often even interaction with other spells — is already determined.

Similarly, you can often create spells that have entirely new themes just by changing casting time and legal targets. This last trick is often a great way to make spells appropriate for new classes.

For example it’s fairly obvious a druid class shouldn’t have the haste spell on its spell list, but a new spell called pack tactics which acted like haste but could only be cast on creatures of the animal type is perfect for druids. And even better, you already know it’s about a 3rd Level spell, since it doesn’t do anything the wizard haste spell doesn’t.

Using Spell Variants

Obviously 110 spells take up a lot of room if fully written out, and since the entire point of this product is to present slightly new ways to use spells, if they were entirely written out the book would be huge and contain lots of du0licated information. Instead, we advise anyone actually wishing to use the spells here simply copy each spell that a variant references (if you don’t have PDFs of the source books, all referenced spells can be found on www.d20pfsrd.com), then make the listed changes.

Then use the newly-minted spell as you would a sourcebook, either printing it or accessing an electronic copy. Alternately if you regularly have access to a sourcebook during play, you can just look up a referenced spell when you desire to cast a variant – the effect of most variants is fairly obvious from its description (much like the 1-sentence descriptions of base spells found on class spell lists). Since very few players have the details of every spell effect available to them memorized, this doesn’t significantly slow down play among experienced gamers.

Spell Details

Because the following are all variants of existing spells, we only present a minimal sketch of each spell. Any information not presented or mentioned is the same as the base the variant is based off.

Even so, a few specific notes on presentation are called for.

Available Spell Variants By Class

As a result of feedback from the very popular first two volumes in this series the information in this volume is presented slightly differently. Before the spell variants themselves are presented, a short section lists every spellcasting class and what spell variants are available to it in this product at what level. While the variants themselves are so short it makes no sense to provide one sentence descriptions of every variant in these class entries (many of the variants are less than one sentence long as it is), these class lists allows a reader to know, at a glance, how many spells of what level each class is gaining in this product.

Variant Number

Since many patrons have mentioned taking the time to count all 110 spell from previous volumes of this line, in the variant listings after the name of each spell a number is given in parentheses, indicating what number of spell variant the title represents.

(This should save everyone some time counting them, and make sure we include a full 110 variants!)

Other Details

School, [Descriptor], Casting Time, Components, Range, Area, Targets, Duration, Saving Throw, Spell Resistance These entries are only given if they differ from the base spell.

Available Spell Variants By Class

Alchemist

1st Level – wall runner
2nd Level – deft fingers, ghost step, softstep
3rd Level – stonehand
6th Level – caustic storm, elemental riot, evolution, sustain

Antipaladin

1st Level – killbuck, love starved
2nd Level – ghost step, symptoms
3rd Level – instant shield, profane incentive
4th Level – nemesis

Bard

1st Level – love starved, soothing melody, wall runner
2nd Level – annoying tune, deft fingers, ecstasy, maestro’s curse, maestro’s favor, spirit speech
3rd Level – obfuscate, piercing shriek, poise, secret speech
4th Level – eldritch focus, mind leech, siren song, swamp gas
6th Level – jester’s jail, slander

Cleric/Oracle

1st Level – call faithful
2nd Level – find weakness, placebo
3rd Level – bulwark, ecstasy, detect pagan, guardian, ill fortune (oracle only), instant shield, plague vapor, sacred sanctum
4th Level – eldritch focus, glory ray, nemesis, polemic, runes of accord, swamp gas (oracle only)
6th Level – conversion, evolution, outcast, spell rend, steal breath
7th Level – close border, hell gaze, hero’s resurgence, mark of purity, sanctorum
9th Levelhellfire, pillar of resurrection

Druid

1st Level – call faithful
2nd Level – softstep, symptoms, undertow
3rd Level – cloak of night, create moat, pack ward, plague vapor, savagery
4th Level – sanctorum
5th Level – sea surge
6th Level – cloudwalk, rockslide, throwback
7th Level – elemental riot

Inquisitor

1st Level – call faithful, dancing manacles, killbuck
2nd Level – detect pagan, find weakness, ghost step
3rd Level – bulwark, guardian, instant shield, suspended sentence
4th Level – anathema, bailiff’s rush, polemic, release, seek, snitch
5th Level – conversion, isolate, spell rend
6th Leveldeadly display

Magus

1st level – dancing manacles, ritual blade, wall runner
3rd Levelpiercing shriek
4th Levelbinding bolts, bulwark, elemental arcana, totem ward
5th Level – magic ram, spell leech, spell rend
6th Level – bladecharm, caustic storm, deadly display, delayed effect

Paladin

1st Level – call faithful
2nd Level – detect pagan, ghost step
3rd Level – bulwark, create moat, instant shield
4th Level – anathema, glory ray, luminescent blade, nemesis, sacred sanctum

Ranger

1st level – badger
2nd Level – find weakness, ghost step, hawk eye, scornblade, softstep
4th Levelbinding bolts, pack ward, seek

Sorcerer/Wizard

1st Level – wall runner
2nd Levelundertow
3rd Level – create moat, ecstasy, mind leech, obfuscate, plague vapor
4th Level – eldritch focus, elemental arcana, nemesis, pocket dragon, swamp gas, transmogrify, vigor leech
5th Level – caustic storm, delayed effect, magic ram, spell loan (sorcerer only), telekinetic retribution
6th Level – elemental riot, guilty dreams, rockslide, sea surge, spell rend, steal breath, stonehand, sustain, throwback
7th Level – close border, evolution, hell pit, sanctorum, viral charm
8th Level – paralyzing fear
9th Level – embody

Summoner

4th Level – oozify, parallel evolution, pocket dragon
5th Level – throwback
6th Level – evolution

Witch

1st Level – call faithful, killbuck, love starved, ritual blade, seeking fetish
2nd Level – damsel, find weakness, maestro’s curse, maestro’s favor, placebo, soothing melody, spirit speech
3rd Level – baleful humanity, cloak of night, ecstasy, forebode, mind leech, plague vapor, poise, seek, siren song
4th Level – eldritch focus, isolate, obfuscate, nemesis, pocket dragon, release, runes of accord, savagery, secret speech, snitch, spell leech, swamp gas, totem ward, transmogrify, vigor leech
5th Level – fulminate, oozify, outcast, waypoint
6th Level – bladecharm, delayed effect, distracting dance, guilty dreams, maleficent aura, steal breath, sympathetic damage
7th Level – deplete, hell gaze, lure, viral charm
8th Level – detain, hell pit, pacifist’s curse, paralyzing fear
9th Level – embody, poppies, revenant

Anathema

Level: inquisitor 4, ranger 4

DESCRIPTION

As holy whisper but for rangers it affects creatures that are your favorite enemies (with the 2d8 damage affecting those you have a +4 or greater favored enemy bonus against) and for inquisitors it affects creatures you are using your bane class ability against (with the 2d8 affecting those you have hit with an attack roll since the start of your last turn).

Annoying Tune

Level: bard 2

DESCRIPTION

As deafening song bolt but targets take no damage.

Baleful Humanity

School: transmutation; Level: witch 3

DESCRIPTION

As instant enemy, but the effect is to cause the target to count as a humanoid for all spells and effects.

Badger

Level: ranger 1

EFFECTS

Target: 1 favored enemy

DESCRIPTION

As knight’s calling but target must be one of your favored enemies.

Bailiff’s Rush

Level: inquisitor 4

DESCRIPTION

As heroic finale, but you must end a judgment and are not limited to affecting creatures influenced by bardic performance.

Binding Bolts

Level: magus 4, ranger 4

DESCRIPTION

As fire of entanglement but the effect applies to 1st ranged attack you make each round.

Bladecharm

Level: magus 6, witch 6

CASTING

Casting Time: 1 standard action
Duration: 1 round/2 levels

DESCRIPTION

As foe to friend but you may cast at any time, and the effect applies to all the target’s attacks for the duration.

Bulwark

School: abjuration; Level: cleric/oracle 3, inquisitor 4, magus 4, paladin 3

DESCRIPTION

As protective spirit but the effect only strikes out against melee sneak attacks or melee attacks that area critical threat. If the bulwark spell’s counterattack is successful, the attack does not deal sneak attack or critical hit effects, though normal damage is still dealt. Effect activates a maximum number of times per round equal to your Wisdom modifier.

Call Faithful

Level: cleric/oracle 1, druid 1, inquisitor 1, paladin 1, witch 1

EFFECTS

Effect: one member of your faith whose CR is equal or less than your caster level
Saving Throw: Will negates; Spell Resistance: yes

DESCRIPTION

As call animal but it calls the nearest member of your specific faith or religion.

Caustic Storm

Level: alchemist 6, magus 6, sorcerer/wizard 5

EFFECTS

Range: medium (100 ft. + 10 ft./level
Targets: 1 creature/2 levels, no 2 of which may be more than 60 feet apart
Duration: 1 round/level

DESCRIPTION

You channel acid directly through your body, burning yourself and creating a storm of acid. This acts as detonate but deals 1d4 acid damage per 2 levels acid. You only take damage on the first round of the spell.

Cloak of Night

Level: druid 3, witch 3

DESCRIPTION

As cloak of shade but includes benefits of protective penumbra.

Close Border

School: evocation [fire, law, light]; Level: cleric/oracle 7, sorcerer/wizard 7

EFFECTS

Area: 1-mile-level-radius (see text) This spell acts as campfire wall but the area conforms to the border of an existing and functional government (be that a town, barony, or even the ship of an officially-acknowledged privateer captain) and the damage is 1d6/3 levels.

Cloudwalk

Level: druid 6

DESCRIPTION

As lily pad stride but the effect creates small solid clouds that appear wherever you go (which others may attempt to walk along, as lily pad stride), and you act as if under the effects of an air walk spell.

Conversion

Level: cleric/oracle 6, inquisitor 5

DESCRIPTION

As forced repentance but targets also change to your alignment for 1 hour/level.

Create Moa t

Level: druid 3, paladin 3, sorcerer/wizard 3

EFFECTS

Effect: 10 ft. wide hole, up to 10 ft. long/level, and 10 ft. deep/2 levels

DESCRIPTION

As create pit, but may only be cast in natural terrain. The paladin version can be cast in any terrain, but only within long range (400 feet +40 feet/level) of a chapel sanctified to her god. You may choose to make the pit half it’s maximum length to fill it with water up to half its depth.

Damsel

Level: witch 2

DESCRIPTION

As gallant inspiration but the ally’s failed check must be for an action that would assist you, or harm a foe threatening you.

Dancing Manacles

School: transmutation; Level: inquisitor 1, magus 1

EFFECTS

Effect: animates one set of manacles/2 levels (minimum 1

DESCRIPTION

As dancing lantern but the spell effects manacles rather than a lantern. The manacles do not give off light, but as a swift action you can have a set apply itself to a helpless adjacent target.

Deadly Display

Level: inquisitor 6, magus 6

EFFECTS

Targets: 1 demoralized creature/3 levels, no 2 of which can be more than 30 ft. apart

DESCRIPTION

As deadly finale, but you may only use it if you used the Dazzling Display feat in the previous round, and it only affects creatures that have been demoralized..

Deft Fingers

Level: alchemist 2, bard 2

DESCRIPTION

As honeyed tongue but bonus applies to Disable Device checks.

Delayed Effect

Level: magus 6, sorcerer/wizard 5, witch 6

DESCRIPTION

As delayed consumption but the effect applies to a spell you cast, that had you as the target.

Deplete

Level: witch 7

DESCRIPTION

As expend but targets must sacrifice prepared spells or spell slots of 1st level or higher.

Detain

Level: sorcerer/wizard 8

EFFECTS

Range: long (400 ft. +40 ft./level)(see text)

EFFECTS

Targets: 1 creature/4 levels none of which can be more than 30 feet apart
Saving Throw: Will negates; Spell Resistance: yes

DESCRIPTION

As getaway but while targets must be within long range when you cast the spell, affected targets are teleported to a prepared location that may any distance away (but must be on the same plane). Because this spell is used offensively, it is often set to teleport targets to a detention cell. Targets may not be teleported to a location that will damage them.

Detect Pagan

Level: cleric/oracle 3, inquisitor 2, paladin 2

DESCRIPTION

As detect animals or plants, except it detects creatures who actively worship a deity other than your own. You may not cast this spell if you are not exactly the same alignment as a deity you actively worship.

Distracting Dance

Level: witch 6

CASTING

Components: S

DESCRIPTION

As frozen note except you may take a move action to move up to your movement each round.

Ecstasy

Level: bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3

EFFECTS

Range: Short (25 feet +5 feet/2 levels
Target: One creature

DESCRIPTION

As waves of ecstasy except as noted above.

Eldritch Focus

Level: bard 4, cleric/oracle 4, sorcerer/wizard 4, witch 4

DESCRIPTION

As bristle, but the bonus granted is to caster level, and the penalty is to all the target’s saving throw bonuses.

Elemental Arcana

Level: magus 4, sorcerer//wizard 4

EFFECTS

Duration: 1 minute/level

DESCRIPTION

As elemental touch but effect is when you cast a spell with the acid, cold, electricity, or fire descriptor during the duration of the elemental aura, all targets of the elemental spell cast are affected by the additional ability of the same element listed in elemental touch.

Elemental Riot

Level: alchemist 6, druid 7, sorcerer/wizard 6

DESCRIPTION

As draconic reservoir but the protection from energy effect applies to all acid, cold, electricity, or fire damage taken, and the absorbed energy is applied 1d6 at a time to spells cast or bombs thrown.

Embody

Level: sorcerer/wizard 9, witch 9

DESCRIPTION

As enter image, but inhabited image act as clone from clone spell and can cast your prepared spells or spells known using your spell slots.

Evolution

Level: alchemist 6, cleric/oracle 6, sorcerer/wizard 7, summoner 6

DESCRIPTION

As planar adaptation, but protects against nonmagic environmental threats of any 1 terrain of your choice on your home plane.

Find Weakness

School: divination; Level: cleric/oracle 2, inquisitor 2, ranger 2, witch 2

EFFECTS

Target: 1 creature

DESCRIPTION

As ghostbane dirge but effect it to halve target’s DR and/or hardness.

Forebode

Level: witch 3

EFFECTS

Target: 1 creature

DESCRIPTION

As challenge evil but rather than a bonus to attack rolls, the save DCs of your hexes gain a +2 sacred or profane bonus against the spell’s target. (Bonus is sacred for good-aligned casters, profane for evil-aligned, and neutral characters must decide which when they first cast the spell, the choice unchanging until the caster’s alignment changes).

Fulminate

Level: witch 5

CASTING

Casting Time: 1 immediate action

DESCRIPTION

This spell acts as a dispel magic that can only effect spells with the fire descriptor or magic items that create fire effects. If it successfully dispels or suppresses a magic effect, it then immediately acts as firefall.

Ghost Step

Level: alchemist 2, antipaladin 2, inquisitor 2, paladin 2, ranger 2

EFFECTS

Range: personal
Target: you

DESCRIPTION

As feather step but you also do not set off traps activated by stepping on them.

Glory Ray

School: evocation [good, light]; Level: cleric/oracle 4, paladin 4

DESCRIPTION

You create a bolt of pure divine light that jolts your foe. This acts as pain strike, but overwhelming awe causes target to be shaken rather than pain causing sickness.

Guardian

Level: cleric/oracle 3, inquisitor 3

CASTING

Casting Time: 1 standard action

EFFECTS

Range: medium (100 ft. +10 ft./level

DESCRIPTION

As fire of judgment but you make a ranged touch attack to affect a creature, rather than it targeting a creature you attack using smite evil.

Guilty Dreams

School: enchantment (compulsion) [mind-affecting]; Level: sorcerer/wizard 6, witch 7

DESCRIPTION

As nightmare, but target is also affected by a variation of confess and must find a way to get you an answer to the question within 1 day/target level of suffer damage from the confess element of the spell.

Hawk Eye

Level: ranger 2

DESCRIPTION

As eagle eye but effect is to create a magical arrow on an arrow in your possession. As long as the arrow remains in the spell’s range, you can see from it’s location as if you were actually there.

Hell Gaze

Level: cleric/oracle 7, witch 7

DESCRIPTION

As burning gaze but the spell is an actual gaze attack, and targets that catch fire suffer a -2 penalty to AC until they quench the flames.

Hell Pit

Level: sorcerer/wizard 7, witch 8

EFFECTS

Saving Throw: Reflex negates, Fortitude partial (see text)

DESCRIPTION

As hungry pit but the bit is full of stinking, churning gore and blood. Creature that fall into the pit must make a Fortitude save of take the spell’s normal damage and be nauseated for 1 round. A successful save indicates half damage and no nausea. A save is required every round a creature remains in the pit.

Hellfire

School: evocation [evil, fire]; Level: cleric/oracle 9

Duration: 1 round/level

DESCRIPTION

As fire snake but half the damage dealt is untyped magic damage, the spell effect remains for 1 round/level, and each round you may reshape the spell as a move action. The square of the effect that was initially adjacent to you cannot be moved, but you do not have to remain adjacent to it after the initial casting.

Hero’s Resurgence

Level: cleric/oracle 7

EFFECTS

Range: medium (100 ft. +10 ft./level

EFFECTS

Target: 1 creature

DESCRIPTION

As heroes defiance but you cast it on an ally as an immediate reaction when the ally is knocked out or killed, and the effect is the same as if you had cast a breath of life spell.

Ill Fortune

Level: oracle (only) 3

DESCRIPTION

As ill omen but each round the caster is allowed to determine what roll by the target is rerolled, and no reroll can be forced in a round the target takes a move action to pray for luck.

Isolate

School: abjuration; Level: inquisitor 5, witch 4

DESCRIPTION

You create a mystic barrier that prevents your foe from gaining the benefit of helpful magics. This functions as fester but the SR granted applies against spells granting armor, competence, enhancement, luck, natural armor, profane, sacred, or shield bonuses to the target. Additionally any such spell that SR does not apply against grants only half the normal value of said bonuses.

Instant Shield

Level: antipaladin 3, cleric/oracle 3, inquisitor 3, paladin 3

DESCRIPTION

As instant armor but you create a shield of force rather than armor, as detailed on the table below.

5th or lower buckler 6th–8th small shield 9th–11th large shield 12th or higher tower shield

Jester’s Jail

Level: bard 6

EFFECTS

Area: stationary 30-ft.-radius circle

DESCRIPTION

As fool’s forbiddance foes within the area when it is cast are affected if they attempt to leave it.

Killbuck

Level: antipaladin 1, inquisitor 1, witch 1

DESCRIPTION

As innocence but applies only to Intimidate checks to make targets act friendly (and not for any other use of the Intimidate skill).

Love Starved

Level: antipaladin 1, bard 1, witch 1

EFFECTS

Duration: 1 day/level

DESCRIPTION

As feast of ashes but an act of physical intimacy with a partner the target has never before been intimate with acts as a single meal for the target.

Luminescent Blade

Level: paladin 4

DESCRIPTION

As light lance, but the weapon may be any melee weapon, and it gains an enhancement bonus is +1/3 level (max +5).

Lure

Level: witch 7

CASTING

Components: V, F (see text)

DESCRIPTION

As pied piping but the spell affects any creature for which you have the required focus. The focus for this spell is a hair or nail clipping of each target to be effected.

Maestro’s Curse

Level: bard 2, witch 2

DESCRIPTION

As crafter’s curse, but penalty applies to any one skill of caster’s choice.

Maestro’s Favor

Level: bard 2, witch 2

DESCRIPTION

As crafter’s fortune, but bonus applies to one skill of caster’s choice.

Magic Ram

School: evocation [force]; Level: magus 5, sorcerer/wizard 5

Saving Throw: none; Spell Resistance: yes You create a glowing battering ram of force, which you may hurl against foes and objects. This effect acts as the attacks made with the enemy hammer spell but you don’t grab an initial target, and the attacks deal 3d8 force damage.

Maleficent Aura

Level: witch 6

EFFECTS

Saving Throw: Will negates (See text); Spell Resistance: yes

DESCRIPTION

As elemental aura rather than feal damage the aura’s effect is to afflict adjacent creatures with bestow curse.

Mark of Purity

School: evocation [good]; Level: cleric/oracle 7

CASTING

Casting Time: 1 standard action
Components: S, DF

EFFECTS

Range: touch
Target: creature touched
Duration: 24 hours or until discharged (see below)
Saving Throw: Will negates (harmless); Spell Resistance: yes

DESCRIPTION

As a swift action the target may invoke a cleanse on itself once in the next 24 hours.

Mind Leech

Level: bard 4, sorcerer/wizard 3, witch 3

DESCRIPTION

As touch of idiocy, but a successful use of this effect of the spell also grants one ally within 30 feet of you a +4 enhancement bonus to Int, Wis or Cha (ally’s choice) for the spell’s duration.

Nemesis

Level: antipaladin 4, cleric/oracle 4, paladin 4, sorcerer/wizard 4, witch 4

DESCRIPTION

As natural rhythm except this spell applies to all the target’s attacks, and the bonus applies to both attack and damage rolls.

Obfuscate

Level: bard 3, wizard 3, witch 4

EFFECTS

Range: touch
Target: creature touched You cause the target’s appearance to blur and blend as it moves. As chameleon stride combined with the benefits of blur, but bonuses only apply when the target moves at least 10 feet in a round.

Oozify

Level: summoner 4, witch 5

EFFECTS

Range: touch
Target: your familiar or eidolon

DESCRIPTION

As fluid form except as noted above.

Outcast

Level: cleric/oracle 6, witch 5

DESCRIPTION

You curse the creature touched to make it a social pariah. This functions as nature’s exile, but the effect makes humanoids and monstrous humanoids hostile and the skill penalty is to diplomacy checks.

Cohorts and followers are treated as animal companions are treated by nature’s exile.

Humanoids and monstrous humanoids of 6 or more HD may make a Will save to not have their initial attitudes altered when they first encounter the target of an outcast spell.

Pacifist’s Curse

Level: witch 8

DESCRIPTION

As deflection but spell effect applies to melee attacks, and the spell automatically ends if you make an attack.

Pack Ward

Level: druid 3, ranger 4

DESCRIPTION

As coward’s lament, but the spell’s effect compels the target to not attack animals or plants, and the effect is triggered each round the target does so.

Paralyzing Fear

School: necromancy [fear, mind-affecting]; Level: sorcerer/wizard 8, witch 8

DESCRIPTION

As euphoric tranquility but target sees all creatures as serious threats.

Parallel Evolution

Level: summoner 4

DESCRIPTION

As evolution surge but effect is for eidolon to change its base form and form-based evolutions to a new base form of your choice.

Piercing Shriek

School: evocation (sonic); Level: bard 3, magus 3

DESCRIPTION

As scorching ray, except each ray causes target to be affected as if caught in the area of a discordant blast.

Pillar of Resurrection

Level: cleric/oracle 9

DESCRIPTION

As pillar of life but creatures touching the pillar are affected as if you had cast breath of life on them. If a creature is dead or unconscious, an ally can press them against an adjacent pillar of resurrection as a move action.

Placebo

Level: cleric/oracle 2, witch 2

DESCRIPTION

As invigorate but the spell’s effect is for the target to take no penalties from the nauseated/sickened conditions.

Plague Vapor

Level: cleric/oracle 3, druid 3, sorcerer/wizard 3, witch 3

DESCRIPTION

As dust of twilight but effected targets are sickened & shaken rather than fatigued.

Pocket Dragon

Level: sorcerer/wizard 4, summoner 4, witch 4

EFFECTS

Target: your eidolon or familiar

DESCRIPTION

As fire breath, but it is your eidolon or familiar that gains the fire breath ability.

Poise

Level: bard 3, witch 3

CASTING

Casting Time: 1 standard action

EFFECTS

Range: short (25 ft. +5 ft./2 levels
Target: 1 willing creature

DESCRIPTION

As grace except as noted above.

Polemic

School: transmutation [language-dependent]; Level: cleric/oracle 4, inquisitor 4

DESCRIPTION

You speak out against a specific foe, inspiring your allies to greater efforts against them. This functions as hunter’s howl but you grant the bonuses to 1 willing creature/2 levels that can see and hear you, and no creature is shaken.

Poppies

Level: witch 9

EFFECTS

Range: long (400 ft. +40 ft./level, see text)

EFFECTS

Area: 40-ft.-radius-circle

Duration: 1 minute/level

DESCRIPTION

As cloak of dreams except as noted above, and you may extend the range of the spell by casting it through a scrying spell of 3rd Level or higher or a crystal ball (centering the spell on a point scryed with no regard for range, as long as it is on the same plane as you). You may do this even if the spell or crystal ball does not normally allow it.

Profane Incentive

Level: antipaladin 3

EFFECTS

Saving Throw: Fort negates; Spell Resistance: yes

DESCRIPTION

As divine transfer except you deal damage equal to your constitution score, and gain those as temporary hit points for the duration of the spell. The target gains DC/good equal to your Charisma bonus.

Release

Level: inquisitor 4, witch 4

EFFECTS

Duration: 1 minute/level

DESCRIPTION

As burst bonds but using the spell’s ability is a swift action.

Revenant

School: necromancy; Level: witch 9

DESCRIPTION

As phantasmal revenge but the ghastly image may attack any creature in long range.

Ritual Blade

Level: magus 1, witch 1

DESCRIPTION

As gravity bow but benefit applies to a light melee weapon in your possession, and only when you use it.

Rockslide

Level: druid 6, wizard 6

EFFECTS

Range: medium (100 feet +10 ft./level

EFFECTS

Area: cone

DESCRIPTION

As the effect the spell clashing rocks has on non-targets in its area.

Runes of Accord

Level: cleric/oracle 4, witch 4

EFFECTS

Targets: you and one creature/2 levels
Duration: 1 round/level (D

DESCRIPTION

As marks of forbiddance but all affected targets that fail their save are unable to attack all other creatures that fail their save. You may not save against a runes of accord you cast, and you must include yourself as a target. If you dispel the spell, it ends for all targeted creatures.

Sacred Sanctum

Level: cleric/oracle 3, paladin 4

DESCRIPTION

As grove of respite but it can only be cast in a temple or church of your god, or a place with special religious significance to your religion.

Sanctorum

Level: cleric/oracle 7, druid 4, sorcerer/wizard 7

EFFECTS

Area: one 20-ft.-cube per level
Duration: 1 day/level

DESCRIPTION

As hide campsite excerpt as noted above, and it may be made permanent with the permanency spell with the same cost and minimum caster level as mage’s private sanctum.

Savagery

Level: druid 3, witch 4

DESCRIPTION

As moonstruck but target is not dazed or under a confusion, drops nothing, and gains the benefits of barkskin for the spell’s duration.

Scornblade

Level: ranger 2

DESCRIPTION

You imbue a weapon with your adeptness in fighting a particular kind of foe. This acts as flames of the faithful except you grant the weapon the bane property (against one type of your favorite enemy), and anyone may use the weapon.

Sea Surge

Level: druid 5, sorcerer/wizard 5

DESCRIPTION

As hydraulic torrent but it deals 1d8 hp/3 levels of damage against targets that are successfully bull rushed, and acts a dispel magic against magic fires and fire effects.

Secret Speech

Level: bard 3, witch 4

DESCRIPTION

As hidden speech but all targets learn a new created language unique to targets of the spell. This language is different for every casting of secret speech.

Seek

Level: inquisitor 4, ranger 4, witch 3

DESCRIPTION

As follow aura but you gain the ability to track creatures of a single type you choose at casting, rather than an alignment type. If you use an item worn by a specific creature of the selected type, or a piece of its body, you gain a +4 bonus to Perception and Survival checks made to track or perceive it with this spell.

Seeking Fetish

Level: witch 1

CASTING

Components: V, S, F (a doll made with the target’s hair, skin, or nails

DESCRIPTION

As hunter’s eye but the competence bonus to perception checks is +1/level.

Siren Song

Level: bard 4, witch 3

DESCRIPTION

As cacophonous call, except the effect is to make the target’s attitude toward you friendly, rather than the nauseated condition.

Slander

Level: bard 6

EFFECTS

Range: medium (100 ft. +10 ft./level

EFFECTS

Area: 60-ft.-radius burst
Duration: 1 day/level

DESCRIPTION

As denounce but the single creature you speak out against need not be present. You only need to identify it in such a way as to leave no question to its identity.

Snitch

Level: inquisitor 4, witch 4

DESCRIPTION

As create treasure map, but map is to person or object defined by you, the likely location or home base of which was known to the target.

Softstep

Level: alchemist 2, druid 2, ranger 2

DESCRIPTION

As negate aroma but targets cannot be located by tremorsense rather than scent.

Soothing Melody

Level: bard 1, witch 2

EFFECTS

Range: long (400 ft. +40 ft./level

EFFECTS

Area: living creatures in a 20-ft.-radius-burst

DESCRIPTION

As lullaby, except as noted above.

Spell Leech

Level: magus 5, witch 4

DESCRIPTION

As dispel magic, but you may only us it in efforts to counterspell other spells. If you succeed in an effort to counterspell with spell leech against a spellcaster with caster level no less than 4 levels below your own, you may restore one spell slot of the same level or less as the spell you counterspelled.

Spell Loan

Level: sorcerer (only) 5

DESCRIPTION

As coordinated effort but you grant targeted spontaneous spellcasters a bonus 1st level spell known from your list of 1st level spells known. Target spellcasters must have free spell slots of 1st level or higher to cast the bonus spell, but it does not have to be a spell from their class spell lists.

Spell Rend

Level: cleric/oracle 6, inquisitor 5, magus 5, sorcerer/wizard 6

DESCRIPTION

As cast out but you make a dispel check against all spells and magic effects on the target, and the damage dealt is increased by +1d8 for every effect successfully dispelled.

Spirit Speech

Level: bard 2, witch 2

CASTING

Components: V, S, F (drop of blood

DESCRIPTION

As elemental speech, but you gain the ability to speak with all creatures of the same type and subtype as the creature whose blood you used for the focus.

Steal Breath

Level: cleric/oracle 6, sorcerer/wizard 6, witch 6

EFFECTS

Duration: 1 round/2 levels

DESCRIPTION

As cup of dust but the target suffers suffocation, rather than dehydration.

Stonehand

Level: alchemist 3, sorcerer/wizard 3

DESCRIPTION

As lockjaw but target may use the grab ability with unarmed attacks.

Suspended Sentence

Level: inquisitor 3

DESCRIPTION

As purging finale, but you must end a judgment to cast it.

Sustain

Level: alchemist 6, sorcerer/wizard 6

EFFECTS

Target: 1 inanimate object no larger than a 10-ft.-cube
Duration: up to 10 minutes/level
Saving Throw: Fort negates (object); Spell Resistance: yes

DESCRIPTION

As elude time but the object cannot change the status or condition of other objects or creatures while under the effects of this spell. For example a potion has no effect on those that drink it, a weapon cannot be used to deal damage.

Swamp Gas

Level: bard 4, oracle (only) 4, sorcerer/wizard 4, witch 4

EFFECTS

Range: medium (100 ft. +10 ft./level

EFFECTS

Area: one 20-ft.-cube/level

DESCRIPTION

As memory lapse except as noted above.

Sympathetic Damage

Level: witch 6

EFFECTS

Target: two creatures
Saving Throw: Fort negates; Spell Resistance: yes

DESCRIPTION

As paladin’s sacrifice but you force a second target to take the damage and effect suffered by the first target. You cannot cast a spell or use a hex in the round after casting sympathetic damage.

Symptoms

School: necromancy [disease]; Level: druid 2

DESCRIPTION

As castigate, except the target suffers the effect of 1 non-magical disease. The druid may choose any disease that normally has a save DC equal to lower to the save DC of the symptoms spell when cast by the druid. The target suffers the effect only once (it is not ongoing), is not actually contagious or diseased (though any effect which would remove disease ends this spells), and the effects (including any ability damage) end when the spell duration ends.

Telekinetic Retribution

School: abjuration; Level: sorcerer/wizard 5

EFFECTS

Range: personal
Target: you

You cover yourself in a telekinetic barrier that shoves back your foes. This functions as cloak of winds, but foes of any size must make Fort save to attack in melee or be pushed back.

Throw back

Level: druid 6, sorcerer/wizard 6, summoner 5

EFFECTS

Target: one creature

DESCRIPTION

As devolution but you may remove any ability from the target that matches any evolution available to eidolons.

Totem Ward

School: abjuration; Level: magus 4, witch 4

You ward one ally against the attacks of a specific kind of creature. This functions as corruption resistance but the spell’s defenses apply to damage dealt by creatures of 1 type selected by you at the time of casting.

Transmogrify

Level: sorcerer/wizard 4, witch 4

DESCRIPTION

As calcific touch, but the touch attack deals 1d4 Con damage, and a target reduced to 0 Con is effected as by a baleful polymorph.

Undertow

Level: druid 2, sorcerer/wizard 2

EFFECTS

Area: 20-ft.-radius-burst

DESCRIPTION

As hydraulic push the spell only works on targets in water deep enough for them to swim., and targets are bull rushed, disarmed, and tripped.

Vigor Leech

Level: sorcerer/wizard 4, witch 4

DESCRIPTION

As touch of idiocy, but target suffers 1d6 penalty to Str, Dex, and Con scores, and a successful use of this effect of the spell also grants one ally within 30 feet of you a +4 enhancement bonus to Str, Dex, or Con (ally’s choice) for the spell’s duration.

Viral Charm

School: enchantment (charm) [mind-affecting]; Level: sorcerer/wizard 7, witch 7

DESCRIPTION

You create a cascading web of charm magic. This acts as contagious flame but rather than deal damage, each ray acts as a charm monster spell cast by you (each with its own duration of 1 day/level).

Wall Runner

Level: alchemist 1, bard 1, magus 1, sorcerer/wizard 1

DESCRIPTION

As glide, but you must be adjacent to some vertical surface to use its movement powers, and may choose to gain up to 10 feet of altitude per round.

Post Script

Most of these spell variants began life as twitter entries on author Owen K.C. Stephens Twitter account (@Owen_Stephens). New variant spells are regularly featured in the author’s posts, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd.com/extras/3pp?previews/?spelltweets.

While there are a vast number of spells available, many GMs and players have an insatiable desire for more options. In many cases it’s not necessary to create new spell options from scratch, as a few minor changes to an existing spell can create something with a very different feel or impact on game play. These spell variants are based on the idea that there are a lot of interesting effects you can make with fairly minor changes to how a spell works, or by combining effects of multiple spells, or a spell and magic item or even a class ability (preferably from a class not used in the campaign). While we have explored 330 variants in previous products (The Genius Guide to 110 Spell Variants, The Genius Guide to Another 110 Spell Variant), and The Genius Guide to 110 Spell Variants Volume III), there’s always room for more magic! Some spell variants are common and fairly obvious, such as having a major magic missile spell that deals 1d8+1 per missile rather than 1d4+1. The following list of 110 spells variants are slightly more complex, and are designed to show how it’s possible to create new spells without too much work. One important tip is that when you base a new spell on an old one many details — such

As its school, components, duration, and often even interaction with other spells — are already determined.

Similarly, you can often create spells that have entirely new themes just by changing casting time and legal targets. This last trick is often a great way to make spells appropriate for new classes.

For example it’s fairly obvious the paladin class shouldn’t have the animal growth spell on its spell list, but a spell variant called mighty steed which acted like animal growth but could only be cast on a mount gained through the divine bond class feature is perfect for paladin. And even better, you already know it’s about a 4th Level paladin spell, since that’s the level at which it appears on the ranger class spell list.

Using Spell Variants

Obviously 110 spells take up a lot of room if fully written out, and since the entire point of this product is to present slightly new ways to use spells if their full descriptions were written out the book would be huge and contain lots of duplicated information. Instead, we advise anyone actually wishing to use the spells here simply copy each spell that a variant references (if you don’t have PDFs of the source books, all referenced spells can be found on www.d20pfsrd.com), and make the listed changes.

Then use the newly-minted spell as you would a sourcebook, either printing it or accessing an electronic copy. Alternately if you regularly have access to a sourcebook during play, you can just look up a referenced spell when you desire to cast a variant – the effect of most variants is fairly obvious from its description (much like the 1-sentence descriptions of base spells found on class spell lists). Since very few players have the details of every spell effect available to them memorized, this doesn’t significantly slow down play among experienced gamers.

Spell Details

Because the following are all variants of existing spells, we only present a minimal sketch of each spell. Any information not presented or mentioned is the same as the base the variant is based off.

Even so, a few specific notes on presentation are called for.

Available Spell Variants By Class

As a result of feedback from the very popular first three volumes in this series the information in this volume is presented slightly differently. Before the spell variants themselves are presented, a short section lists every spellcasting class and what spell variants are available to it in this product at what level. While the variants themselves are so short it makes no sense to provide one sentence descriptions of every variant in these class entries (many of the variants are less than one sentence long as it is), these class lists allows a reader to know, at a glance, how many spells of what level each class is gaining in this product.

Variant Number

Since many patrons have mentioned taking the time to count all 110 spell from previous volumes of this line, in the variant listings after the name of each spell a number is given in parentheses, indicating what number of spell variant the title represents. (This should save everyone some time counting them, and make sure we include a full 110 variants!)

Other Details

Entries for each spell’s School, [Descriptor], Casting Time, Components, Range, Area, Targets, Duration, Saving Throw, and Spell Resistance are only given if they differ from the base spell.

Spells by Class

Alchemist

2nd level – Arcane Trail, Sutler I
3rd Level – Unrivaled Servant
4th Level – Gunpowder Treason
5th Level – Inkbind

Bard

0 Level – Childlike, Green Star
1st Level – Detect Murder, Fall Back, Rap Sheet, Recommend, Voice of the Wilds
2nd Level – Cause of Death, Conference, Detect Concealed Weapon, Fair of Face, Weary Burden
3rd Level – Babel, Monkey Suit, Weird Magic
4th Level – Detect Motive, Locate Owner, Locate Weapon, Phantasmal Master, Voluminous Pockets
6th Level – Create Thrall, Steal Knack

Cleric/Oracle

0 Level – Childlike, Green Star
1st Level – Sorcerous Scribbles
2nd Level – Conference, Disconnect, Shush, Squeeze, Sutler I, Weary Burden
3rd Level – Arma Patrina, Vilayet
4th Level – Dawn’s Light, Outlaw, Scutarius
5th Level – Phantom Team, Proclaim, Vicious Mist
6th Level – Vortex Hammer, War Healing, Youth
7th Level – Understanding
9th Level – Conquer Demiplanes 3

Druid

0 Level – Green Star
2nd Level – Cat Nap, Fair of Face, Mistwalk, Moonbolt
3rd Level – Winter Solstice
4th Level – Bestial Lunge, Celestial Hunter, Dawn’s Light, Lurid Text, Wolfpack Pounce
5th Level – Phantom Team, Vortex Hammer
6th Level – Child of the Eagle, Instant Reincarnation, Mist Bridge, Thunderclap, Torrential Downpour, Youth
7th Level – Flood
8th Level – Restore Minions

Inquisitor

0 Level – Green Star
1st Level – Detect Murder, Fall Back, Rap Sheet, Suspended Sentence
2nd Level – Cause of Death, Conference, Detect Concealed Weapon, Threat
3rd Level – Adapt Weapon
4th Level – Detect Motive, Locate Owner, Locate Weapon, Outlaw, Phantom Hooves, Scutarius
6th Level – Antijuju Field, Phantom Hooves, Mass Salvation, Understanding

Magus

0 Level – Green Star
1st Level – Fall Back
4th Level – Phantom Hooves, Rescribe
6th Level – Phantom Hooves, Mass

Paladin

2nd level – Threat
3rd Level – Final Smite
4th Level – Arma Patrina, Holy Charger, Phantom Hooves Ranger 1st level – Animal Whisper
2nd Level – Adapt, Detect Aberrations or Magic Beasts, Devenom, Nature’s Weapon, Vilayet
3rd Level – Bait, Beast Spirit I, Pincushion, Spirit Artillery
4th Level – Beast Spirit II, Charm Enemy, Waypoint

Sorcerer/Wizard

0 Level – Childlike, Green Star
1st Level – Sorcerous Scribbles
2nd Level – Apples to Oranges, Arcane Trail, Disconnect, Garnet Aura, Weary Burden
3rd Level – Mistwalk, Shadow Bolt
4th Level – Burning Tar Bolts, Gunpowder Treason, Inkbind (wizard only), Monkey Bars, Rescribe, Resize, Returns, Scorching Sphere, Tar Men
5th Level – Apples to Oranges, Vaporize, Vicious Mist, Vortex Hammer, Wardsigil, Waypoint, Wracking Mutation
6th Level – Arise, Brass Flask, Shadow Life, Shadow Trap, Wall of Molten Tar
7th Level – Criterion Change, Guild Chest, Understanding, Violent Horrors 4

Summoner

0 Level – Green Star
3rd Level – Unrivaled Servant
4th Level – Wolfpack Pounce
5th Level – Wracking Mutation
7th Level – Restore Minions

Witch

0 Level – Childlike, Green Star
1st Level – Arcane Trail, Fall Back, Garnet Aura, Summon Horror 1
2nd Level – Cat Nap, Hideous Visage, Moonbolt, Proscribe, Shush, Weary Burden
3rd Level – Babel, Laughing Skull, Monkey Shines, Unrivaled Servant
4th Level – Apples to Oranges, Improvise, Kiss of the Hexen, Lurid Text, Nithstang, Phantasmal Master, Spellsteal
5th Level – Antijuju Field, Proclaim, Vicious Mist, Wolfpack Pounce
6th Level – Arise, Mist Bridge, Steal Knack, Understanding, Vaporize, Violent Horrors, Wracking Mutation, Youth
7th Level – Child of the Eagle, Shadow Life
8th Level – Create Thrall

Spell Descriptions

Adapt

Level: ranger 2

DESCRIPTION

As jump, but bonus applies to Acrobatics, Climb and Swim check, but only in your favored terrain.

Adapt Weapon

Level: inquisitor 3

DESCRIPTION

As greater magic weapon, but rather than give enhancement bonuses the spell causes a weapon to act as cold iron, silver, or adamantine weapon for purposes of overcoming DR for the duration of the spell.

Animal Whisper

Level: ranger 1

DESCRIPTION

As honeyed tongue but bonus applies only to wild empathy checks you make.

Antijuju Field

Level: inquisitor 6, witch 5

DESCRIPTION

As antimagic field, but the field only works against hexes and magic from hags.

Apples to Oranges

Level: sorcerer/wizard 5, witch 4

EFFECTS

Duration: instantaneous

DESCRIPTION

As polymorph, except as noted above and you only change the target’s gender.

Arcane Trail

Level: alchemist 2, magus 2, sorcerer/wizard 2, witch 1

DESCRIPTION

As scent trail but rather than leave a trail of scents followed with Survival checks, you leave a trail of arcane marks visible only to those you specify when casting the spell. They following these marks using Spellcraft (as if it was Survival for tracking). You may still leave messages as with scent trail.

Arise

School: necromancy; Level: sorcerer/wizard 6, witch 6

DESCRIPTION

As charm monster, but target 1 corpse (which gets a Will save using the bonus it had when alive). If the target fails its save, it rises as an undead under your control with 3 hit points per caster level (to a maximum equal to its original hp) for the duration of the spell. The creature changes type to undead but makes no other alterations to its stat block. If the arise is dispelled or the creature enters an antimagic field, it reverts to being an inanimate corpse.

You cannot have more than one creature arisen at a time – if you cast the spell on a second target, any animate corpse you cast it on previously becomes a corpse once more.

Arma Patrina

Level: cleric/oracle 3, paladin 4

DESCRIPTION

As spiritual weapon, but you may designate yourself of an ally to control the effect. The effect remains adjacent to whoever controls it (and can only attack creatures in melee range of that character), who also benefits from the shield spell for the duration.

Babel

Level: bard 3, witch 3

EFFECTS

Range: Long (400 ft. + 40 ft./level

EFFECTS

Area: 20-ft.-radius-spread
Saving Throw: Will negates

DESCRIPTION

As bestow curse except as noted above, and that the curse effect is to randomize the languages of the targets. Each target knows the same total number of languages, but each language is selected randomly.

Bait

Level: ranger 3

DESCRIPTION

As fire trap, but the spell is placed on food and it affects the 1st creature of tiny or larger size that comes within 5 feet as beguiling gift rather than explode.

Beast Spirit I

Level: ranger 3

DESCRIPTION

As beast shape 1, but you select 2 abilities that can be granted by that spell and gain them without changing shape.

Beast Spirit II

Level: ranger 4

EFFECTS

Duration: 10 minutes/level

DESCRIPTION

As beast totem I, except as noted above and you also gain a +4 enhancement bonus to Strength or Dexterity for the duration.

Bestial Lunge

Level: druid 4

EFFECTS

Range: touch
Target: animal touched The target gains the benefits of a steed from saddle surge, but does not require a rider.

Brass Flask

Level: sorcerer/wizard 6

CASTING

Components: V, S, M (brass flash worth 100 gp

DESCRIPTION

As dispel magic but can only be used to counterspell, and any spell you successfully counterspell is sucked into the flask. Anytime in the next hour as a standard action you can release the spell, as if casting it at your caster level and making all relevant choices (targets, area, and so on).

Burning Tar Bolts

Level: sorcerer/wizard 4

EFFECTS

Saving Throw: Reflex partial (see text)

DESCRIPTION

As scorching ray but targets must also make Reflex saves or also suffer the effects of acid arrow and be entangled for as long as they take ongoing damage.

Cat Nap

School: transmutation; Level: druid 2, witch 2

Duration: 10 minutes/level

DESCRIPTION

As restful sleep, but the healing effects are gained over 10 minutes of uninterrupted sleep (which must occur within the spell’s duration).

Cause of Death

Level: bard 2, inquisitor 2

DESCRIPTION

As speak with dead, but can only ask questions about last 5 minutes of corpse’s life.

Celestial Hunter

Level: druid 4

DESCRIPTION

As sanctify armor, but effect (including DR) only applies when you are using the wild shape class feature.

Charm Enemy

Level: ranger 4

DESCRIPTION

As charm monster, but only targets creatures of your favorite enemy type.

Child of the Eagle

Level: druid 6, witch 7

EFFECTS

Range: touch
Target: creature touched

DESCRIPTION

As overland flight except as noted above, and that the target gains +5 to Perception checks and the Flyby Attack feat.

Childlike

Level: bard 0, cleric/oracle 0, sorcerer/wizard 0, witch 0

DESCRIPTION

As disguise self, but only to disguise yourself as an adolescent member of a race one or two size categories bigger than yourself.

Conference

Level: bard 2, cleric/oracle 2, inquisitor 2

DESCRIPTION

As zone of truth, but the spell’s effect is to grant a common language known by you to all creatures within the area.

Conquer Demiplanes

Level: cleric/oracle 9

DESCRIPTION

As dispel magic except only functions against demiplanes created by a spell and a successful dispel check gives you control of the demiplane as if you had created it with create greater demiplane.

Create Thrall

Level: bard 6, witch 8

DESCRIPTION

As charm person, but you may additional exert control as dominate person at will (during which time the target can act as if it was your image from project image).

Criterion Change

Level: sorcerer/wizard 7

EFFECTS

Range: touch
Target: creature touched

DESCRIPTION

As transformation, but the spell’s effect is to add a class archetype to target. The target gains a single archetype for a class it possesses, gaining the abilities appropriate to its class level and losing those abilities sacrificed by the archetype.

Dawn’s Light

Level: cleric/oracle 4, druid 4

EFFECTS

Saving Throw: see text,; Spell Resistance: see text

DESCRIPTION

As daylight, but undead within the area that are harmed by natural sunlight also take damage as if they has been caught in the area of a cleric channeling positive energy.

This deals 1d6 damage per 2 caster levels (max 8d6) once per round to such undead in the area. The first time an undead is damage by this spell the caster must make a caster level check to overcome the undead’s SR (if any). On a failed caster level check, the undead is immune to the damaging effects of the spell. Each time an undead takes damage from this spell it may make a Fortitude save to reduce the damage by 50%.

Undead not vulnerable to sunlight take no damage from this spell.

Detect Aberrations or Magic Beasts

Level: ranger 2

DESCRIPTION

As detect animals or plants, except for what it detects.

Detect Concealed Weapon

Level: bard 2, inquisitor 2

DESCRIPTION

As detect poison, but detects manufactured weapons not visible to the naked eye rather than poisons.

Detect Motive

Level: bard 4, inquisitor 4

DESCRIPTION

As augury, but the spell’s effect is to tell you if a specific motive you suggest for a crime is the actual motive. You have the same % chance of success as with augury, and you do not learn anything else about the crime (such as who committed it).

Detect Murder

Level: bard 1, inquisitor 1

DESCRIPTION

As detect magic, but learn if a corpse was slain by a willful act of malice rather than detect magic auras.

Devenom

Level: ranger 2

EFFECTS

Range: close 25 ft. +5 ft./2 levels

EFFECTS

Target: one creature
Duration: 10 minutes/level
Saving Throw: Fort negates

DESCRIPTION

As neutralize poison’s ability to neutralize the poison in a poisonous creature.

Disconnect

Level: cleric/oracle 2, sorcerer/wizard 2

DESCRIPTION

As hold person, but spell’s effect is to prevent target from using any spells, spell-like abilities or supernatural abilities.

Fair of Face

Level: bard 2, druid 2

DESCRIPTION

As disguise self, but you can only look like a more attractive, idealized version of yourself. You gain a +5 competence bonus to Charisma-based ability and skill checks for the duration of the spell.

Fall Back

Level: bard 1, inquisitor 1, magus 1, witch 1

DESCRIPTION

As gallant inspiration but the bonus only applies to Reflex saves, and the target must fall prone to gain the benefit of the spell.

Final Smite

Level: paladin 3

CASTING

Components: V, S
Target: One corpse of a slain undead you used your smite evil ability on.

DESCRIPTION

As rest eternal, except as detailed above.

Flood

Level: druid 7

DESCRIPTION

As control water, but only the ‘raise’ function of that spell, and it does not require an initial water source.

Garnet Aura

Level: sorcerer/wizard 2, witch 1

DESCRIPTION

As fox’s cunning, but the spell’s effect is for all the target’s spells to deal average damage.

Green Star

Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

DESCRIPTION

As detect magic, but detects creatures currently willing to be your allies rather than magic auras.

Guild Chest

Level: sorcerer/wizard 7

DESCRIPTION

As secret chest, but up to 6 people you designate at casting may summon the chest at will for up to 30 days per casting.

Gunpowder Treason

Level: alchemist 4, sorcerer/wizard 4

EFFECTS

Target: firearm touched

DESCRIPTION

As fire trap, but this spell may only be cast on firearm, and it explodes when some creature other than you attacks with the firearm.

Hideous Visage

Level: witch 2

DESCRIPTION

As sanctuary, but those failing save cannot look at you (as if closing their eyes to avoid a gaze attack of yours), rather than be unable to attack you.

Holy Charger

Level: paladin 4

DESCRIPTION

As purified calling but the effect applies to a steed you gained through the divine bond class feature.

Improvise

Level: witch 4

CASTING

Components: V, S
Duration: 1 minute/level

DESCRIPTION

As transformation except as noted above, and the spell’s only effect is to cause you to lose 2 hexes of your choice and gain access to a hex you do not know (but meet the prerequisites for).

Inkbind

Level: alchemist 5, wizard (not sorcerer) 4

CASTING

Components: V, S, M (rare inks and parchment with a cost equal to have the cost of copying the spellbook’s spells into a new spellbook

DESCRIPTION

As fabricate, but the only thing that may be created is a spellbook of spells the caster already knows. This spell is most often used to create back-up spellbooks, recreate lost spellbooks, or make spellbooks to trade or give to an apprentice.

Instant Reincarnation

School: transmutation; Level: druid 6

This spell acts as resurgent transformation, but you also assume a wild shape form for 1 round per caster level after the spell is triggered. If you do not have a wild shape use available, the spell is discharged with no effect.

Kiss of the Hexen

Level: witch 4

DESCRIPTION

As imbue with spell ability, but you transfer one of your hexes (which the target can use once).

Laughing Skull

Level: witch 3

DESCRIPTION

As spiritual weapon, but effect is to create a phantasmal skull that cackles (as the hex) once per round, effecting your hexes that can benefit from cackle. You may not use the cackle hex yourself during the spell’s duration.

Locate Owner

Level: bard 4, inquisitor 4

CASTING

Components: V, S, F (see text)

DESCRIPTION

As locate object, but use to find the rightful owner of an object you use as a focus.

Locate Weapon

Level: bard 4, inquisitor 4

CASTING

Components: V, S, F (see text)

DESCRIPTION

As locate object, but use to find to find weapon that caused a specific wound on corpse you use as a focus.

Lurid Text

School: Transmutation (charm); Level: druid 4, witch 4

Target: book or scroll touched
Saving Throw: Will negates; Spell Resistance: yes

DESCRIPTION

As fire trap, but creatures that read the book or scroll must save or be fascinated for 10 min/caster level.

Mist Bridge

Level: druid 6, witch 6

DESCRIPTION

As solid fog, but creatures can walk along the top of the fog cloud as if it was solid ground.

Mistwalk

Level: druid 2, sorcerer/wizard 3

DESCRIPTION

As dimension door but with a maximum of a 15 ft. range, and only to teleport to spots mist or fog could reach.

Monkey Bars

Level: sorcerer/wizard 4

EFFECTS

Duration: 10 minutes/level

DESCRIPTION

As wall of stone, but you may create a ladder-like bridge of force with no anchor points needed (allowing you to place it in midair, if you wish). The bridge is as tough as a wall of stone created at your caster level, and must be destroyed to be moved.

Monkey Shines

Level: witch 3

DESCRIPTION

As hold person but the spell only paralyzes the target’s limbs, and the target does not receive an additional saving throw each round.

Monkey Suit

Level: bard 3

DESCRIPTION

As glibness, but you increase the level of formality of the target’s appearance.

The effect of this spell gives the target a bonus equal to your caster level on a single Charisma-based skill check or Charisma ability check of the target’s choice made within the spell’s duration.

Moonbolt

School: evocation (cold); Level: druid 2, witch 2

DESCRIPTION

As scorching ray but limited to 1 ray regardless of caster level, deals cold damage, and the target loses any DR bypassed by silver for 1 round per caster level.

Nature’s Weapon

Level: ranger 2

DESCRIPTION

As bless weapon, except the weapon gains your alignment for purposes of bypassing DR, and the other bonuses apply against aberrations, outsiders, and undead rather than against evil creatures.

Nithstang

Level: witch 4

CASTING

Components: V, S, F (50 gp wooden pole at least 5 feet tall

DESCRIPTION

As consecrate, but the spell’s effect is a blight hex (as the witch hex) with a radius equal to caster level in miles. You must name some act that could be performed by one or more inhabitants without causing them harm that automatically ends the spell (such as “apologize for insulting my god,” or “allow the star-crossed lovers of the local town to marry”).

Outlaw

Level: cleric/oracle 4, inquisitor 4

DESCRIPTION

As bestow curse, but the curse’s effect gives people favored enemy bonuses (as the ranger class feature) against the target equal to 1/4 your caster level (minimum +1).

Phantasmal Master

Level: bard 4, witch 4

DESCRIPTION

As dispel magic, but it is only effective against illusions, and if you successfully dispel an illusion you may take control of it as if you had cast it.

Phantom Hooves

Level: inquisitor 4, magus 4, paladin 4

EFFECTS

Range: touch
Target: steed touched

DESCRIPTION

As phantom steed, but gives that spell’s movement abilities to an existing steed.

Phantom Hooves, Mass

Level: inquisitor 6, magus 6

EFFECTS

Range: medium (100 ft. +10 ft./level
Target: 1 steed/2 levels, no two of which may be more than 30 feet apart

DESCRIPTION

Each target gains the benefits of phantom hooves and ant haul.

Phantom Team

Level: cleric/oracle 5, druid 4

DESCRIPTION

As phantom steed, but summons a team of animals for a chariot, coach, sled, wagon, or similar animal-drawn vehicle (which gains same movement powers as the phantom steeds pulling it).

Pincushion

Level: ranger 3

EFFECTS

Range: personal
Target: you

DESCRIPTION

As righteous vigor, but you earn the bonuses with each successful ranged weapon attack you make.

Proclaim

Level: cleric/oracle 5, witch 5

EFFECTS

Duration: 1 round/level

DESCRIPTION

As command, but you may give the target a new order each round as a swift action.

Proscribe

Level: witch 2

EFFECTS

Duration: 1 round/level

DESCRIPTION

As forbid action except as noted above.

Rap Sheet

Level: bard 1, inquisitor 1

DESCRIPTION

As innocence. but skill bonus applies to Knowledge (local) checks to know about someone’s past crimes (if any).

Recommend

Level: bard 1

DESCRIPTION

As forbid action, but the spell’s effect is to give target a +4 bonus to a single related die roll if it takes the action you select, rather than to forbid it.

Rescribe

Level: magus 4, sorcerer/wizard 4

DESCRIPTION

As dispel magic, but only effective against sigils and symbols. If you successfully dispel a sigil or symbol, you may turn it into a lower level sigil or symbol you control with a gp value equal or lower to the dispelled effect.

Resize

Level: sorcerer/wizard 4

DESCRIPTION

As polymorph any object, but only to change a piece of equipment into an identical object one size category larger or smaller. Multiple uses of this spell cannot move a piece of equipment more than one step from its original size category.

Restore Minions

Level: druid 8, summoner 7

EFFECTS

Range: close (25 ft. +5 ft./2 levels
Target: one summoned creature/2 levels, no two of which can be more than 30 ft. apart

DESCRIPTION

As heal, except as noted above.

Returns

Level: sorcerer/wizard 4

EFFECTS

Range: close (25 ft. +5 ft./2 levels

DESCRIPTION

As jester’s jaunt, but target is teleported to the space in which it began its last turn. If either the target or that space is outside the spell’s range, the spell fails.

Salvation

Level: inquisitor 6

EFFECTS

Targets: 1 creature/2 levels no two of which may be more than 30 feet apart

DESCRIPTION

As spell resistance, except as noted above and the SR only applies to spells cast by creatures of an alignment 2 or more steps removed from your alignment.

Scorching Sphere

Level: sorcerer/wizard 4

DESCRIPTION

As flaming sphere but it doesn’t stop when it hits a target, and the path it takes is darkened as if covered by a darkness spell.

Scutarius

Level: cleric/oracle 4, inquisitor 4

EFFECTS

Target: One or two willing creatures.

As shield other, except as noted above and that the bonuses to AC and saving throws are +1/4 caster levels. If you cast the spell on two willing subjects, one of them takes half damage, and the second takes the damage the first does not (rather than you taking that damage).

Shadow Bolt

School: evocation [shadow]; Level: sorcerer/wizard 3

Saving Throw: Will partial

DESCRIPTION

As scorching ray, but deals cold damage and targets must make a Will save to disbelieve the lingering shadows or be blinded for 1 round per level.

Shadow Life

School: illusion (glamer); Level: sorcerer/wizard 6, witch 7

DESCRIPTION

As persistent image except as noted above, and that it can only creature the illusion that you are dead anytime you are unconscious and it acts as if set by the contingency spell to activate any time you are unconscious.

This does not count against the number of contingency spells you may have active at one time.

Shadow Trap

Level: sorcerer/wizard 6

DESCRIPTION

As shadow conjuration, but creates a trap with CR no more than 1/2 your caster level. As with shadow conjuration, the trap only has 20% effectiveness against creatures that disbelieve it.

Shush

Level: cleric/oracle 2, witch 2

DESCRIPTION

As blindness/deafness, but spell’s effect makes target mute until the next dawn.

Sorcerous Scribbles

Level: cleric/oracle 1, sorcerer/wizard 1

DESCRIPTION

This spell acts like putrefy food and drink, but it ruins targeted mundane writing of any kind (from books to maps, to graffiti), or can target and ruin one magic scroll or book.

Spellsteal

Level: witch 4

DESCRIPTION

As dispel magic, but you can only attempt the single-target dispel and, if you successfully dispel a spell on a target, you may choose to gain the benefits of that spell for its remaining duration.

Spirit Artillery

Level: ranger 3

DESCRIPTION

As spiritual weapon, but effect is a ranged weapon (bow or crossbow) that can make ranged attacks up to one range increment.

Squeeze

Level: cleric/oracle 2

EFFECTS

Range: touch
Target: creature touched

DESCRIPTION

As longstrider except as noted above, and that the spell’s effect is to give the target the compression monstrous ability.

Steal Knack

Level: bard 6, witch 6

EFFECTS

Duration: 10 minutes/level
Saving Throw: Will negates

DESCRIPTION

As arcana theft except it steals one feat from the target (and may grant it to the caster). If the target has feats you meets the prerequisites for, which the target is not using as a prerequisite, the stolen feat is randomly selected from those.

Otherwise the feat is selected randomly from all the target’s current feats.

If you meet the prerequisites for the stolen feat, you gains access to it for the duration of the spell. On the round after stealing a feat you may grant it to another target with a touch as a standard action.

The new recipient must meet the feat’s prerequisites to be able to use it.

Summon Horror 1

Level: witch 1

EFFECTS

Duration: 1 round 2/levels

DESCRIPTION

As summon monster I, except the monsters summoned all have twisted, horrific appearances. The summoned monsters have minimum Intimidate bonuses equal to their hit dice + Charisma modifier, and Dazzling Display as a bonus feat.

Summon horror II through summon horror IX work the same way, each duplicating the appropriate summon monster spell with the changes noted above.

Suspended Sentence

Level: inquisitor 1

DESCRIPTION

As saving finale but you must end a judgment to cast it.

Sutler I

Level: alchemist 2, cleric/oracle 2

EFFECTS

Target: one does of mundane potable liquid
Duration: 1 hour per level or until imbibed

DESCRIPTION

As greater magic weapon, but effect turns a mundane drink into a cure light wounds potion at your caster level.

Higher level versions of this spell may exist, each one level higher than the cure spell created by its magic.

Tar Men

Level: sorcerer/wizard 4

EFFECTS

Saving Throw: Will partial (see text)

DESCRIPTION

As mirror images but melee attackers hitting an image must make a Will save or believe they are covered in tar, becoming entangled for 1 round/level.

Threat

Level: inquisitor 2, paladin 2

DESCRIPTION

As compassionate ally, but the spell’s only effect is to causes the target to provoke an attack of opportunity from you if it makes an attack (as defined by the invisibility spell) that does not include you as a target or include you in its area.

Thunderclap

School: evocation (sonic); Level: druid 6

DESCRIPTION

As fireball but deals sonic damage up to a maximum of 12d6, cannot set things on fire, and deafens targets that fail their save as blindness/deafness.

Torrential Downpour

Level: druid 6

EFFECTS

Area: cylinder (20-ft. radius, 40 ft. high

DESCRIPTION

As obscuring mist except as noted above, and the area extinguishes all mundane fires and winds and once per round as a swift action you may cast dispel magic on any magic fire or wind effect within its area.

Understanding

Level: cleric/oracle 7, inquisitor 6, sorcerer/wizard 7, witch 6

DESCRIPTION

As telepathic bond, but targets gain the ability to communicate with any willing creature within 100 feet.

Unrivaled Servant

Level: alchemist 3, summoner 3, witch 3

Target: 1 animated object or construct

DESCRIPTION

As greater magic weapon but spell’s only effect is to an animated object (or construct) 1 CP of abilities/5 levels (from the animated object’s list of abilities).

Vaporize

School: necromancy; Level: sorcerer/wizard 5, witch 6

EFFECTS

Targets: 1 living creature per 2 levels, no two of which may be more than 30 feet apart
Saving Throw: Fortitude partial (see text)

DESCRIPTION

As fireball except as noted above, the damage is untyped and has a max of 15d6, the save is Fort based, and a creature that fails its save takes a 1d4 Strength drain.

Vicious Mist

School: necromancy [emotion, fear, mind-affecting]; Level: cleric/oracle 5, sorcerer/wizard 5, witch 5

DESCRIPTION

As obscuring mist, but everything in area is also targeted as by the fear spell.

Vilayet

Level: cleric/oracle 3, ranger 2

DESCRIPTION

As consecrate but effect makes area act as favored terrain of rangers worshiping the same god as the caster.

Violent Horrors

Level: sorcerer/wizard 7, witch 6

DESCRIPTION

As nightmare, but target also affected as if by phantasmal killer.

Voice of the Wilds

Level: bard 1

Target: 1 animal of friendly or better attitude

DESCRIPTION

As charm animal, except as noted above and the target gains 6 bonus tricks of your choice for the duration.

Voluminous Pockets

Level: bard 4

EFFECTS

Target: 1 garment

DESCRIPTION

As greater magic weapon but spell’s only effect is to makes 1 garment act as a robe of useful items (without any of the items that have a listed gp cost) for the spell’s duration.

Vortex Hammer

School: transmutation [air]; Level: cleric/oracle 6, druid 5, sorcerer/wizard 5

EFFECTS

Range: touch
Target: creature touched
Saving Throw: Will negates (harmless); Spell Resistance: yes

DESCRIPTION

The target gains the ability to knock down and toss about foes it strikes in melee.

The target inflicts the effect of being in a river of wind on foes hit in melee. The DC of such foe’s Fortitude saves is equal to the save DC of this spell.

Wall of Molten Tar

Level: sorcerer/wizard 6

DESCRIPTION

As wall of iron but also deals damage as wall of fire.

War Healing

Level: cleric/oracle 6

CASTING

Components: V, DF

EFFECTS

Range: touch
Effect: 1 conjuration (healing) spell cast delayed

DESCRIPTION

You suspend a healing spell you cast on another target the round after casting war healing, to allow the target to invoke it any time during the war healing’s duration.

This works as delayed consumption but applies to a conjuration (healing) spell you cast on an ally, and the ally decides when to invoke the delayed spell.

Wardsigil

School: abjuration; Level: sorcerer/wizard 5

DESCRIPTION

You grant allies immunity to one of your spells. This functions as firebrand but targets gain no fire abilities and are immune to 1 spell you know of your choice, rather than to all fire spells you cast.

Waypoint

Level: ranger 4, sorcerer/wizard 5

DESCRIPTION

As guiding star but you may be attuned to a maximum of 1 location per caster level, and may transfer an attunement to another creature with a touch with an additional casting of this spell. A transferred attunement removes the attunement from you permanently, and only grants it to a new creature for 1 day/level.

Weary Burden

Level: bard 2, cleric/oracle 2, sorcerer/wizard 2, witch 2

DESCRIPTION

As slow, but effect is to increase target’s encumbrance by 1 step to a maximum of heavy encumbrance.

Weird Magic

Level: bard 3

EFFECTS

Range: short (25 ft. +5 ft./2 levels
Target: one living creature

DESCRIPTION

As bestow curse, but the curse’s effect causes target to treat all spells from scrolls and wands as if they weren’t on his class spell list.

Winter Solstice

Level: druid 3

DESCRIPTION

As consecrate, but spell’s effect is to cause cold spells to deal +1 hp/die of damage within the area.

Wolfpack Pounce

Level: druid 4, summoner 4, witch 5

Target: one animal or your animal companion, eidolon, or familiar

DESCRIPTION

As king’s castle except as noted above.

Wracking Mutation

School: transmutation; Level: sorcerer/wizard 5, summoner 5, witch 6

DESCRIPTION

As rage, but subjects also gain 1 evolution point of evolutions of your choice per 5 caster levels.

Youth

Level: cleric/oracle 6, druid 5, witch 6

DESCRIPTION

As raise dead (including cost) but effect is to remove 1d6 years of aging from target.

Section 15: Copyright Notice

The Genius Guide To: 111 Spell Variants. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens

The Genius Guide To: Another 110 Spell Variants. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens

The Genius Guide To: 110 Spell Variants, Volume 3. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens

The Genius Guide To: 110 Spell Variants, Volume 4. Copyright 2013, Super Genius Games. Author: Owen K.C. Stephens

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