Compendium Arcanum Vol. 4
Compendium Arcanum Vol. 4
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
HASTE
ERRATA - 6/20/15 Diminished Effects: The spell’s range becomes
personal, its target becomes self, and its duration
In the following spells replace the previous text becomes 1 round per caster level (maximum 5
with that shown below. Note that the spell rounds). In addition, your movement is only
descriptions in this book have already been increased by 15 feet, up to a maximum of twice
updated and this page serves as a simple summary your normal speed while using that form of
of the updates. movement.
Diminished Effects: You melee touch attack only Diminished Effects: The spell’s range becomes 60
deals 1d4 points of force damage per two caster feet, its area becomes 60 feet, and it only deals 1d6
levels (maximum 5d4), and it does not cause the points of electricity damage per two caster levels
target to be pushed away from you. (maximum 5d6) to every creature within the area.
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Compendium Arcanum Volume 4: 3rd Level Spells
PURGING FINALE
Heightened Effects: The spell’s range becomes 10
feet and its effect becomes a 10-foot-radius burst
centered on you. By ending your bardic
performance, you removing one of the following
conditions on all creatures within the area of the
burst affected by your bardic performance:
cowering, dazzled, exhausted, paralyzed, shaken,
or stunned. The same condition must be removed
from all affected creatures.
SEEK THOUGHTS
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Compendium Arcanum Volume 4: 3rd Level Spells
ABSORB TOXICITY
A School necromancy; Classes alchemist, sorcerer/wizard
5
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effects The spell’s duration is in one of your hands, or falls to the ground
reduced to 1 minute/level or until if your hands are full. You still can only
discharged. store a single item per hand.
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components S Target one conjured outsider or elemental (see text)
EFFECT Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
Range touch
Target object touched DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
DESCRIPTION
This spell turns corpses into undead skeletons or
This extract greatly enhances the effects of any zombies that obey your spoken commands.
potion or elixir you consume. For the duration of
The undead can be made to follow you, or they can
this extract, any potion or elixir you consume is
be made to remain in an area and attack any
treated as if it were empowered. Increase all
creature (or just a specific kind of creature) entering
variable, numeric effects of the potion or elixir by
the place. They remain animated until they are
half. If the potion or elixir does not have any
destroyed. A destroyed skeleton or zombie can't be
variable, numeric effects, it is instead treated as if it
animated again.
were extended (double the duration of the potion
or elixir). If the potion or elixir does not have any Regardless of the type of undead you create with
variable, numeric effects, or has an instantaneous this spell, you can't create more HD of undead than
duration, amplify elixir has no effect. Amplify elixir twice your caster level with a single casting of
affects oils that target you, but it has no effect on animate dead. The desecrate spell doubles this limit.
oils that target your equipment. The undead you create remain under your control
Diminished Effects The variable, numeric indefinitely. No matter how many times you use
effects of the potion or elixir are only this spell, however, you can control only 4 HD
increased by one quarter. If the potion or worth of undead creatures per caster level. If you
elixir does not have any variable, numeric exceed this number, all the newly created creatures
effects, its duration is increased by half fall under your control, and any excess undead from
instead. previous castings become uncontrolled. You
choose which creatures are released. Undead you
Heightened Effects The variable, numeric
control through the Command Undead feat do not
effects of the potion or elixir are doubled.
count toward this limit.
If the potion or elixir does not have any
variable, numeric effects, its duration is Skeletons: A skeleton can be created only from a
tripled instead. mostly intact corpse or skeleton. The corpse
must have bones. If a skeleton is made from a
corpse, the flesh falls off the bones.
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effects The spell’s target creature of its size (unless it has a bite attack, which
changes to one corpse and you can only is a natural attack).
create a single Small or Medium skeleton
Anthropomorphic animal can be made permanent
or zombie. You cannot create variant
with a permanency spell cast by a caster of 11th level
skeletons or zombies.
or higher at a cost of 7,500 gp.
Heightened Effects Variant skeletons and
Diminished Effects The spell’s duration is
zombies created by animate dead count as
reduced to 10 minutes/level.
their normal number of Hit Dice (instead
of twice their normal number of Hit Dice; Heightened Effects The creature is gains
see Variant Skeletons). proficiency will all simple weapons.
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Compendium Arcanum Volume 4: 3rd Level Spells
new Reflex save each round to escape into a within its area. Any arcane spell cast by a creature
random square adjacent to the aqueous orb. The within the area gains a +1 enhancement bonus to
orb may hold one Large creature, 4 Medium, or 16 the DC of any saving throws against the spell, and
Small or smaller creatures within it. can be cast as if one of the following metamagic
feats was applied to it (without increasing the spell
The sphere moves as long as you actively direct it (a
level or casting time): Enlarge Spell, Extend Spell,
move action for you); otherwise, it merely stays at
Silent Spell, or Still Spell (you choose the
rest and churns in place. An aqueous orb stops if it
metamagic feat when you cast arcane
moves outside the spell's range.
concordance).
Diminished Effects The spell’s range is
Diminished Effects Any arcane spell cast
reduced to close (25 ft. + 5 ft./level), the
by a creature within the area only gains a
aqueous orb only deals 1d6 points of
+1 enhancement bonus to the DC of any
nonlethal damage, and the sphere’s
saving throws against the spell (and no
diameter is reduced to 5 feet. It
metamagic effect).
automatically quenches any nonmagical
fires and functions as dispel magic against Heightened Effects The spell affects both
magical fires as long as those fires are size divine and arcane spells cast by creatures
Medium or less. The orb may hold one with the area.
Medium creature, 4 Small, or 16 Tiny or
smaller creatures within it.
ARCANE SIGHT
Heightened Effects The aqueous orb deals School divination; Classes alchemist, inquisitor, magus,
4d6 points of nonlethal damage and the sorcerer/wizard, witch
sphere’s diameter is increased to 20 feet. It CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
If you concentrate on a specific creature within 120 Diminished Effects The spell’s range and
feet of you as a standard action, you can determine area is reduced to a 10-foot radius
whether it has any spellcasting or spell-like abilities, centered on you.
whether these are arcane or divine (spell-like
Heightened Effects If a creature fails it’s
abilities register as arcane), and the strength of the
Will save, it takes a –4 penalty on attack
most powerful spell or spell-like ability the creature
rolls and saving throws and to Armor Class
currently has available for use.
for the duration of this spell, or until it
As with detect magic, you can use this spell to successfully hits you with an attack.
identify the properties of magic items, but not
artifacts.
ASH STORM
Arcane sight can be made permanent with a School conjuration (creation) [fire]; Classes druid,
permanency spell. sorcerer/wizard, witch
CASTING
Diminished Effects The spell’s duration
Casting Time 1 standard action
becomes concentration, up to 1 Components V, S, M/DF (a pinch of ash)
minute/level. EFFECT
Heightened Effects The spell’s range Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
becomes touch and its target becomes Duration 1 round/level
one creature. Saving Throw none; Spell Resistance no
DESCRIPTION
ARCHON'S AURA Driving ash blocks all sight (even darkvision) within
the spell's area of effect, and falling cinders cause
School evocation [good, lawful]; Classes cleric/oracle,
paladin the ground in the area to become difficult terrain.
CASTING
Diminished Effects The spell’s range is
Casting Time 1 standard action
reduced to medium (100 ft. + 10 ft./level)
Component V, S
EFFECT
and its area is reduced to a cylinder with a
Range 20 ft. 20-foot radius, 10 feet high.
Area 20-ft. radius centered on you
Heightened Effects The ash deals 2d6
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes points of fire damage each round to any
DESCRIPTION creatures within the affected area. In
addition, affected creatures must make a
You gain a powerful aura, similar to an archon's
successful Fortitude save each round or
aura of menace. Any hostile creature within a 20-
become staggered for 1 round.
foot radius of you must make a Will save to resist
the effects of this aura. If the creature fails, it takes
a –2 penalty on attack rolls and saving throws and
to Armor Class for the duration of this spell, or until
it successfully hits you with an attack. A creature
that has resisted or broken the effect cannot be
affected again by this particular casting of archon's
aura.
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Compendium Arcanum Volume 4: 3rd Level Spells
When you cast this spell, you take on an aspect of a Range close (25 ft. + 5 ft./2 levels)
stag, including some of its physical characteristics. Target one weapon/3 levels
Duration concentration
Your features become elongated and sinewy, and
Saving Throw Will negates (harmless); Spell Resistance
you grow a set of antlers you can use for defense. yes (harmless)
You gain a +2 dodge bonus to AC against attacks of DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The weapon also Diminished Effects The spell’s range is
gains the holy property. reduced to touch and its targets become
one creature per two caster levels.
DESCRIPTION
You “blink” quickly back and forth between the
The targets gain darkvision 30 feet and a +2 Material Plane and the Ethereal Plane and look as
competence bonus on Stealth checks. though you're winking in and out of reality at
random. Blink has several effects, as follows.
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Compendium Arcanum Volume 4: 3rd Level Spells
Physical attacks against you have a 50% miss An ethereal creature is invisible, incorporeal, and
chance, and the Blind-Fight feat doesn't help capable of moving in any direction, even up or
opponents, since you're ethereal and not merely down. As an incorporeal creature, you can move
invisible. If the attack is capable of striking ethereal through solid objects, including living creatures.
creatures, the miss chance is only 20% (for
An ethereal creature can see and hear the Material
concealment).
Plane, but everything looks gray and insubstantial.
If the attacker can see invisible creatures, the miss Sight and hearing on the Material Plane are limited
chance is also only 20%. (For an attacker who can to 60 feet.
both see and strike ethereal creatures, there is no
Force effects and abjurations affect you normally.
miss chance.) Likewise, your own attacks have a
Their effects extend onto the Ethereal Plane from
20% miss chance, since you sometimes go ethereal
the Material Plane, but not vice versa. An ethereal
just as you are about to strike.
creature can't attack material creatures, and spells
Any individually targeted spell has a 50% chance to you cast while ethereal affect only other ethereal
fail against you while you're blinking unless your things. Certain material creatures or objects have
attacker can target invisible, ethereal creatures. attacks or effects that work on the Ethereal Plane.
Your own spells have a 20% chance to activate just Treat other ethereal creatures and objects as
as you go ethereal, in which case they typically do material.
not affect the Material Plane (but they might affect
Diminished Effects Physical attacks and
targets on the Ethereal Plane).
individually targeted spells against you
While blinking, you take only half damage from only have a 20% chance to miss or fail, and
area attacks (but full damage from those that if the attacker can see invisible creatures,
extend onto the Ethereal Plane). Although you are there is no miss or fail chance. Your own
only partially visible, you are not considered attacks and spells have only a 10% chance
invisible and targets retain their Dexterity bonus to to miss or fail.
AC against your attacks. You do receive a +2 bonus
Heightened Effects As long as you end
on attack rolls made against enemies that cannot
your turn in an open space, you can travel
see invisible creatures.
through solid objects with no chance of
You take only half damage from falling, since you failure.
fall only while you are material.
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effects The casting time is Heightened Effects The distances for the
increased to 10 minutes and only one scent ability double (60 feet with no wind,
question (your choice) is answered. 120 feet when up wind, and 30 feet when
downwind). In addition, you can track by
Heightened Effects The duration of the
scent at your normal speed with a no
spell changes to 1 round/level, and you are
penalty on the check, or at up to twice
allowed to ask one question about the
your normal speed with a –10 penalty on
creature per caster level. Relevant
the check.
questions include those mentioned above
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Compendium Arcanum Volume 4: 3rd Level Spells
BLOODY CLAWS your casting of the spell, you must roll two dice
each time a d20 roll is called for, keeping the less
School necromancy; Classes ranger
CASTING
favorable result.
Casting Time 1 standard action Diminished Effects For the next three
Components V, S, DF
rounds following your casting of the spell,
EFFECT
you must roll two dice each time a d20 roll
Range touch
Target living creature touched
is called for, keeping the less favorable
Duration 1 minute/level result.
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless) Heightened Effects For the next round
DESCRIPTION following your casting of the spell, you
must roll two dice each time a d20 roll is
You give a creature the ability to deal bleed
called for, keeping the less favorable
damage when making natural attacks so long as
result.
the attack deals slashing or piercing damage. This
bleed damage for each attack is equal to one-half
your caster level (limited to the creature's BURROW
maximum damage with that attack), though bleed School transmutation; Classes alchemist, druid, ranger,
damage does not stack. When two or more attacks sorcerer/wizard
deal bleed damage, take the worse effect. CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
Range personal
BURST OF NETTLES Target you
Duration see text
School conjuration [acid]; Classes druid
DESCRIPTION
CASTING
Casting Time 1 standard action Until the end of your turn, you gain a +20-foot
Components V, S bonus to speed (or +10-foot bonus if you are
EFFECT
wearing Medium or Heavy armor or carrying a
Range close (25 ft. + 5 ft./2 levels)
Medium or Heavy load), your movement does not
Area 10-ft.-radius burst
Duration instantaneous provoke attacks of opportunity, and you can move
Saving Throw Reflex half; Spell Resistance yes through the space of creatures that are larger than
DESCRIPTION you are, but you cannot end your movement this
You release a burst of barbed, acid-filled nettles. round in a space occupied by a creature.
Creatures caught in the burst take 3d6 points of Diminished Effects You only gain a +10-
damage plus 1d6 points of acid damage on the next foot bonus to speed (or +5-foot bonus if
round. Those that save take half damage from the you are wearing Medium or Heavy armor
initial burst and no acid damage on the next round. or carrying a Medium or Heavy load) and
Diminished Effects Creatures caught in you cannot move through the space of
the burst take 3d6 points of damage and creatures that are larger than you.
no acid damage on the next round. Those Heightened Effects The spell’s range
that save take half damage. becomes touch and its target becomes
Heightened Effects Creatures caught in one creature. The spell lasts until the end
the burst take 5d6 points of damage plus of the target’s next turn instead of until
3d6 points of acid damage on the next the end of your turn.
round. Those that save take half damage
from the initial burst and 1d6 points of acid
damage on the next round.
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Compendium Arcanum Volume 4: 3rd Level Spells
CALL LIGHTNING
C School evocation [electricity]; Domains catastrophe 3,
weather 3
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
created outdoors in a stormy area), and 1d4 points of fire damage and are not
you may call a maximum of 15 bolts. outlined with light.
Caution! Spells Merge! This spell Heightened Effects The spell’s effect is
combines the effects of the following increased to a 40-ft.-radius sphere. In
spells: call lightning and call lightning addition objects or creatures passing
storm. through the barrier from outside only take
2d6 points of fire damage.
CAMPFIRE WALL
School evocation [fire, light]; Classes bard, CAST OUT
sorcerer/wizard School abjuration; Classes inquisitor
CASTING
CASTING
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M/DF (ash made from burnt thorns) Components V, S, DF
EFFECT
EFFECT
Range close (25 ft. + 5 ft./2 levels) Range touch
Effect 20-ft.-radius sphere centered on fire source Target creature touched
Duration 2 hours/level; see below (D) Duration instantaneous
Saving Throw none; Spell Resistance yes Saving Throw Will partial; Spell Resistance yes
DESCRIPTION
DESCRIPTION
You can create a barrier around a fire of at least With a melee touch attack you blast a single
campfire size that shelters everyone inside so long creature and disrupt any magic controlling it. The
as the fire continues to burn. The barrier appears as target takes 2d8 points of damage + 1 point per
a crackling sphere of light and fire that is clearly caster level (maximum +15). In addition, you make
visible, providing as much illumination as a torch. a dispel check against any magic jar effect
The barrier bocks line of sight, granting creatures (including a ghost's malevolence ability) or
on either side of the barrier total concealment from enchantment (compulsion) spells on the target
creatures on the other side. Any object or creature creature, starting with the highest level spells and
passing through the barrier from outside takes 1d6 proceeding to lower level spells. Treat this as a
points of fire damage and is also outlined with light targeted dispel magic spell, except cast out can
equivalent to that of a torch, for 1d6 minutes. dispel one such spell for every four caster levels you
Creatures outlined in this way are plainly visible possess. A successful Will save halves the damage
regardless of the light conditions and do not and limits the dispelling to a single spell or effect.
benefit from any sort of concealment, magical or
otherwise. The light is not bright enough to have Diminished Effects You make the caster
any special effect on undead or creatures level check to dispel at a –5 penalty.
vulnerable to light. Creatures inside the barrier can Heightened Effects You may choose
leave without penalty, but if they try to return they which spell affecting the target which you
suffer the same consequences as anyone else. If the would like be affected by. You must be
fire source at the barrier's center is extinguished or aware of what spells are affecting the
moved, the spell ends. target (via detect magic, arcane sight, or a
Diminished Effects The spell’s effect is similar effect) to choose this option.
reduced to a 10-ft.-radius sphere. In
addition objects or creatures passing
through the barrier from outside only take
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Compendium Arcanum Volume 4: 3rd Level Spells
CHAIN OF PERDITION the weapon has its normal full effect on that
creature for the duration of the spell.
School evocation [force]; Classes cleric/oracle,
sorcerer/wizard Diminished Effects The spell’s range is
CASTING
reduced to 30 feet. As a move action, you
Casting Time 1 standard action
can move the chain up to 15 feet.
Components V, S, M/DF (chain link)
EFFECT Heightened Effects The chain gains a +3
Range close (25 ft. + 5 ft./2 levels) deflection bonus to its AC against touch
Effect 10-ft. chain
attacks and a +2 bonus on combat
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes maneuver checks to perform a dirty trick
DESCRIPTION (blind or entangle), drag, reposition, or trip
combat maneuver.
A floating chain of force with hooks at each end
appears within an unoccupied space of your
choosing within range. This chain is a Medium CHARM MONSTER
object that has a 10-foot reach. Physical attacks School enchantment (charm) [mind-affecting]; Classes
cannot hit or harm the chain of perdition, but dispel bard, summoner
magic, disintegrate, a sphere of annihilation, or a rod CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
Range close (25 ft. + 5 ft./2 levels) Range medium (100 ft. + 10 ft./level)
Target your animal companion Target one living creature
Duration 1 minute/level Duration 1 round/level
DESCRIPTION Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
The link between you and your animal companion
becomes stronger. As long as you are within line of This spell causes confusion in the target, making
sight of your animal companion, you can them unable to determine their actions. Roll on the
telepathically communicate with it as if you two following table at the start of each subject's turn
shared a language. Also, as long as you are within each round to see what it does in that round.
line of sight of the animal companion, you can push d% Behavior
your animal companion a swift action instead of a 01–25 Subject acts normally, but takes a –2 penalty
move action, and you do not need to succeed at on all attack rolls, skill checks, and ability
checks until its next turn.
Handle Animal checks to handle your animal
26–50 Subject does nothing but babble
companion. Such checks automatically succeed. incoherently, and takes a –4 penalty to AC
until its next turn.
Diminished Effects The spell’s duration is 51–75 Subject deals 2d8 points of damage + Str
reduced to 1 round/level. modifier to self with item in hand.
76– Subject attacks nearest ally (for this
Heightened Effects Once the mind link is 100 purpose, a familiar counts as an ally).
formed, it works over any distance
A confused creature that can't carry out the
(although not from one plane to another).
indicated action does nothing but babble
incoherently. Attackers are not at any special
advantage when attacking a confused creature.
Any confused creature that is attacked
automatically attacks its attackers on its next turn,
as long as it is still confused when its turn comes.
Note that a confused creature will not make attacks
of opportunity against any creature that it is not
already devoted to attacking (either because of its
most recent action or because it has just been
attacked).
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
flanking the orc as well. Range close (25 ft. + 5 ft./2 levels)
Effect food and water to sustain three humans or one
horse/level for 24 hours
Duration 24 hours; see text
Saving Throw none; Spell Resistance no
DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effects The spell only creates Diminished Effects The spell’s duration is
enough food and water to sustain three reduced to 1 day/level.
humans or one horse for 24 hours.
Heightened Effects You may create
Heightened Effects The food created by multiple maps based on the size category
the spell keeps fresh for 1 day/level. of the creature. For example, you can
create one map from a Small creature, two
maps from a Medium creature, three maps
CREATE TREASURE MAP
from a Large creature, and so on. You
School divination; Classes druid
must provide powdered metal and rare
CASTING
inks worth 100 gp for, and choose the scale
Casting Time 1 hour
Components V, S, M (powdered metal and rare inks
of, each map.
worth 100 gp)
EFFECT
CRUSHING DESPAIR
Range touch
Target one dead creature School enchantment (compulsion) [emotion, mind-
Duration instantaneous affecting]; Classes bard
Saving Throw none; Spell Resistance no CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
DAYBREAK ARROW
D School evocation [light]; Classes cleric/oracle, inquisitor,
paladin
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
radius. This illumination increases the light level for Range personal
Target you
an additional 60 feet by one step (darkness
Duration 1 minute/level
becomes dim light, dim light becomes normal light,
DESCRIPTION
and normal light becomes bright light). Creatures
that take penalties in bright light take them while With every enemy life you take, you become
within the 60-foot radius of this magical light. increasingly dangerous and difficult to stop. During
Despite its name, this spell is not the equivalent of the duration of the spell, you gain a cumulative +1
daylight for the purposes of creatures that are luck bonus on melee attack rolls, melee weapon
damaged or destroyed by such light. damage rolls, Strength checks, and Strength-based
skill checks as well as DR 2/— each time you reduce
If daylight is cast on a small object that is then a qualifying opponent to 0 or few hit points
placed inside or under a light-proof covering, the (maximum +5 bonus and DR 10/—) with a melee
spell's effects are blocked until the covering is attack. A qualifying opponent has a number of Hit
removed. Dice equal to or greater than your Hit Dice –4.
Daylight brought into an area of magical darkness Diminished Effects The spell’s duration is
(or vice versa) is temporarily negated, so that the reduced to 1 round/level.
otherwise prevailing light conditions exist in the
overlapping areas of effect. Heightened Effects The spell’s range
becomes touch and its target becomes
Daylight counters or dispels any darkness spell of one creature.
equal or lower level, such as darkness.
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
space within 1,000 feet. If there is no free space Diminished Effects The target receives a
within 1,000 feet, you and each creature travelling Fortitude save to negate the spell’s
with you take an additional 4d6 points of damage effects.
and the spell simply fails.
Heightened Effects The spell affects all
Diminished Effects The spell’s range creatures within a 10-foot-radius burst of
becomes medium (100 ft. + 10 ft./level), the target. All creatures (except for the
and the destination locations must be in target) receive a Fortitude save to negate
sight when you cast the spell. the spell’s effects.
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Compendium Arcanum Volume 4: 3rd Level Spells
checks against that subject. You can use dispel magic to end one ongoing spell
that has been cast on a creature or object, to
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Compendium Arcanum Volume 4: 3rd Level Spells
temporarily suppress the magical abilities of a If you target an object or creature that is the
magic item, or to counter another spellcaster's effect of an ongoing spell (such as a monster
spell. A dispelled spell ends as if its duration had summoned by summon monster), you make a
expired. Some spells, as detailed in their dispel check to end the spell that conjured the
descriptions, can't be defeated by dispel magic. object or creature.
Dispel magic can dispel (but not counter) spell-like
If the object that you target is a magic item, you
effects just as it does spells. The effect of a spell
make a dispel check against the item's caster
with an instantaneous duration can't be dispelled,
level (DC = 11 + the item's caster level). If you
because the magical effect is already over before
succeed, all the item's magical properties are
the dispel magic can take effect.
suppressed for 1d4 rounds, after which the item
You choose to use dispel magic in one of two ways: recovers its magical properties. A suppressed
a targeted dispel or a counterspell. item becomes nonmagical for the duration of the
effect. An interdimensional opening (such as a
Targeted Dispel: One object, creature, or spell is
bag of holding) is temporarily closed. A magic
the target of the dispel magic spell. You make
item's physical properties are unchanged: A
one dispel check (1d20 + your caster level) and
suppressed magic sword is still a sword (a
compare that to the spell with highest caster
masterwork sword, in fact). Artifacts and deities
level (DC = 11 + the spell's caster level). If
are unaffected by mortal magic such as this.
successful, that spell ends. If not, compare the
same result to the spell with the next highest You automatically succeed on your dispel check
caster level. Repeat this process until you have against any spell that you cast yourself.
dispelled one spell affecting the target, or you
Counterspell: When dispel magic is used in this
have failed to dispel every spell.
way, the spell targets a spellcaster and is cast as a
For example, a 7th-level caster casts dispel magic, counterspell. Unlike a true counterspell,
targeting a creature affected by stoneskin (caster however, dispel magic may not work; you must
level 12th) and fly (caster level 6th). The caster make a dispel check to counter the other
level check results in a 19. This check is not high spellcaster's spell.
enough to end the stoneskin (which would have
Diminished Effects You take a –4 penalty
required a 23 or higher), but it is high enough to
on your dispel check.
end the fly (which only required a 17). Had the
dispel check resulted in a 23 or higher, the Heightened Effects You gain a +4 bonus
stoneskin would have been dispelled, leaving the on your dispel check.
fly intact. Had the dispel check been a 16 or less,
no spells would have been affected.
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
immediate future. In addition, if the your Constitution score to the target. These hit
divination succeeds, you only get one of points heal the subject, but cannot raise the
four results: subject's hit points higher than its normal hit point
total. In addition, the subject gains DR/evil equal to
Weal (if the action will probably bring
your Charisma bonus (if any) for the duration of the
good results).
spell.
Woe (for bad results).
Diminished Effects The subject does not
Weal and woe (for both). gain any DR/evil, but it is still healed as
normal.
Nothing (for actions that don't have
especially good or bad results). Heightened Effects When you touch the
subject you can transfer up to a number of
If the divination fails, you get the “nothing”
hit points equal to one and a half times
result. If you get the “nothing” result, you
your Constitution score to the target. In
have no way to tell whether it was the
addition, the subject gains DR/evil equal to
consequence of a failed or successful
one and a half times your Charisma bonus
divination.
(if any, round down) for the duration of the
Heightened Effects The divination can spell.
provide you with a useful piece of advice in
reply to a question concerning a specific
DOMINATE ANIMAL
goal, event, or activity that is to occur
within 1 week. In addition, if the die roll School enchantment (compulsion) [mind-affecting];
Classes druid; Domains animal
fails, you know the spell failed, unless
CASTING
specific magic yielding false information is
Casting Time 1 round
at work. Components V, S
EFFECT
Caution! Spells Merge! This spell
combines the effects of the following Range close (25 ft. + 5 ft./2 levels)
Target one animal
spells: augury and divination. Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
DIVINE TRANSFER
This spell allows you to enchant the targeted
School necromancy; Classes paladin
CASTING
animal and direct it with simple commands such as
Casting Time 1 standard action “Attack,” “Run,” and “Fetch.” Suicidal or self-
Components V, S destructive commands (including an order to attack
EFFECT a creature two or more size categories larger than
Range touch the dominated animal) are simply ignored.
Target living creature touched
Duration instantaneous + 1 round/level (see text) Dominate animal establishes a mental link between
Saving Throw Fortitude negates (harmless); Spell you and the subject creature. The animal can be
Resistance yes (harmless)
directed by silent mental command as long as it
DESCRIPTION
remains in range. You need not see the creature to
With a single touch, you transfer some of your life control it. You do not receive direct sensory input
essence to the subject, transferring your hit points from the creature, but you know what it is
and your resolve. When you touch the subject you experiencing. Because you are directing the animal
can transfer up to a number of hit points equal to
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Compendium Arcanum Volume 4: 3rd Level Spells
with your own intelligence, it may be able to energy the spell can absorb remains fixed. The
undertake actions normally beyond its own subject cannot release more energy than he
comprehension. You need not concentrate currently has absorbed. Once the subject has
exclusively on controlling the creature unless you absorbed all the energy allowed by the spell, he
are trying to direct it to do something it normally takes damage as normal from that energy type.
couldn't do. Changing your instructions or giving a Once the energy has been released, the spell is
dominated creature a new command is the discharged.
equivalent of redirecting a spell, so it is a move
Draconic reservoir does not stack with protection
action.
from energy. Draconic reservoir overlaps (and does
Diminished Effects The spell’s range is not stack with) resist energy. If a character is
reduced to touch, and its duration warded by draconic reservoir and resist energy,
becomes concentration, up to 1 draconic reservoir absorbs damage until it reaches
round/level. its maximum limit.
Heightened Effects You can give the Diminished Effects The spell’s range
animal suicidal or self-destructive becomes personal and its target becomes
commands, but it receives a new saving you.
throw with a +2 bonus.
Heightened Effects The spell’s target
becomes creatures touched and you may
DRACONIC RESERVOIR divide the duration in 10-minute intervals
School evocation [acid, cold, electricity, or fire]; Classes among the creatures touched.
alchemist, sorcerer/wizard
CASTING
Range touch
ELDRITCH FEVER
Target creature touched
Duration 10 minutes/level or until discharged; see text School necromancy [curse, disease, evil]; Classes
Saving Throw Fortitude negates (harmless); Spell inquisitor, sorcerer/wizard, witch
Resistance yes (harmless) CASTING
DESCRIPTION
Casting Time 1 standard
Components V, S
Draconic reservoir functions as protection from
EFFECT
energy, absorbing 6 points of one type of energy
Range close (25 ft. + 5 ft./2 levels)
damage per caster level (acid, cold, electricity, or
Target one creature
fire, maximum 60 points). Each round, as a swift Duration instantaneous
action, the subject can release 1d6 points of the Saving Throw Fortitude negates; Spell Resistance yes
absorbed energy and apply it to any melee attack, DESCRIPTION
as if using a corrosive, flaming, frost, or shock The target gains the eldritch ague spellblight.
weapon. The first creature the subject strikes with
Eldritch Ague Spellblight: Eldritch ague
this attack takes the energy damage in addition to
manifests itself as a sickness that is debilitating to
any other consequences of the attack. Releasing spellcasters. A spellcaster with this spellblight is
energy in this way does not “free up” space to sickened until the curse is removed. When the
absorb still more energy; the maximum amount of subject of the curse casts a spell, she is overcome
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Compendium Arcanum Volume 4: 3rd Level Spells
with shaking for 1 round, requiring any Creatures adjacent to you when this spell is cast
spellcasting or the use of a spell-like ability during and at the start of your turn take 2d6 points of
that time to succeed at a concentration check (DC energy damage of the selected type. This aura has
15 + twice the spell level of the spell being cast). If
an additional effect, depending upon the type of
she fails the save, the spell and the action to cast it
is lost.
energy chosen.
While a curse, eldritch ague acts much like a Acid: Creatures affected by your aura take 1 point
disease, and creatures with immunity to disease of ongoing acid damage per round for 1 round
are also immune to eldritch ague. Remove disease per three caster levels, and are sickened for the
cures eldritch ague; unlike with most spellblights, duration of the ongoing acid damage.
using this spell to remove the spellblight does not
impose a -5 caster level check penalty. Cold: Creatures affected by your aura are
fatigued. A creature that is already fatigued
Diminished Effects The target is only suffers no additional effect.
fatigued (not sickened) by the spellblight.
Any circumstance that would cause the Electricity: Creatures affected by your aura are
target to become fatigued instead causes staggered for 1 round.
it to become exhausted (even if the spell Fire: Creatures affected by your aura catch on
or ability text states otherwise). fire.
Heightened Effects Using remove disease Creatures adjacent to you are allowed a Reflex save
to remove the spellblight imposes a –5 to halve the damage and negate the additional
penalty on the caster level check, like with effect. The aura's additional effects do not stack if a
most spellblights. creature takes damage from your aura multiple
times. You may only have one elemental aura in
More information on Spellblights is available effect at one time. When you cast this spell to deal
on the Pathfinder SRD. acid, cold, electricity, or fire damage, it is a spell of
that type.
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
Enlarge person counters and dispels reduce person. occurring nearby. The DC of this check is always 10
greater than what it would be if you were actually
Diminished Effects The spell’s duration is
present at that location, so even if you would
reduced to 1 round/level.
normally notice something automatically (such as
Heightened Effects The spell’s casting talking, normally a DC of 0), you would need to
time is reduced to 1 standard action and its make a DC 10 Perception check to notice it.
range is increased to medium (100 ft. + 10
You may, at any time, choose to fill one specific
ft./level).
image within range with your consciousness. While
TABLE: TINY AND LARGE WEAPON DAMAGE inside an image you lose the ability to monitor any
Medium Weapon Tiny Weapon Large Weapon other images within range but remain fully aware
Damage Damage Damage
of your own body's surroundings. Your body is
1d2 — 1d3
1d3 1 1d4 defenseless and helpless (always failing any saving
1d4 1d2 1d6 throw) while your consciousness is filling an image,
1d6 1d3 1d8
1d8 1d4 2d6 but you can return to it at any time as an
1d10 1d6 2d8 immediate action.
1d12 1d8 3d6
2d4 1d4 2d6 When you fill an image with your consciousness it
2d6 1d8 3d6
2d8 1d10 3d8 gains a limited form of animation. Statues and
2d10 2d6 4d8 similar three-dimensional representations can
move their heads, make gestures, and talk, but
ENTER IMAGE cannot attack or leave their square without
assistance. Portraits or similar two-dimensional
School transmutation; Classes cleric/oracle,
sorcerer/wizard representations bearing your likeness can also talk
CASTING and your image can move anywhere within the
Casting Time 1 standard action picture or even temporarily alter it (such as by
Components V, S, M/DF (a drop of paint and a ball of picking a flower in the painting). You cannot use
clay) any spells or other abilities while within an image.
EFFECT
Range 50 ft./level You may leave the image at any time, returning
Effect transfer consciousness to any object bearing your you to your body. Once your consciousness departs
likeness from an object bearing your likeness, it
Duration concentration
Saving Throw none; Spell Resistance no
immediately reverts to the appearance it had
DESCRIPTION before you entered it. If someone destroys or
damages the image you return to your body
You gain a dim impression of the activities around
unharmed. The spell lasts until you cease
any object bearing your face or form and can also
concentrating, or until it is terminated by some
project your consciousness into one such object at
outside means, such as a dispel magic cast upon
a time, allowing you to observe or even interact
either the image or your body, or if your body is
with nearby creatures. This spell allows you to leave
killed.
your body and subconsciously monitor the
immediate area around any depiction of your Diminished Effects The spell’s range is
image whether one, hundreds, or even thousands. reduced to close (25 ft. + 5 ft./2 levels) and
Each such image has the full range of your normal its duration is changed to concentration,
senses (sight, hearing, smell, etc.) and you can up to 1 minute/level.
make a Perception check to notice anything
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The spell’s range is and must save or be sickened for 1d4
increased to long (400 ft. + 40 ft./level) and rounds.
when you fill statue or similar three-
dimensional representation of yourself
EVOLUTION SURGE
which is one size category larger than
School transmutation; Classes summoner
yourself or smaller, you may treat it as an
CASTING
animated object you are in complete
Casting Time 1 standard action
control of. The statue ceases to function as Components V, S, M (a chameleon scale)
an animated object as soon as you leave it. EFFECT
You still cannot use any spells or other Range touch
abilities while within an image. Target your eidolon
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance
ERUPTIVE PUSTULES no
DESCRIPTION
School transmutation [acid]; Classes alchemist,
sorcerer/wizard, witch This spell causes your eidolon to take on new
CASTING
characteristics. You can grant the eidolon any
Casting Time 1 standard action evolution whose total cost does not exceed 4
Components V, S
evolution points. You may only grant one evolution
EFFECT
with this spell, even if that evolution can be taken
Range personal
Target you multiple times. You can grant an evolution that
Duration 1 minute/level (D) allows you to spend additional evolution points to
Saving Throw Fortitude partial (see text); Spell upgrade that evolution. This spell cannot be used
Resistance yes
to grant an upgrade to an evolution that the
DESCRIPTION
eidolon already possesses. The eidolon must meet
Your skin erupts in swollen, pus-filled bumps that any prerequisites of the selected evolution. This
burst open if you are struck. Any creature that spell does not allow an eidolon to exceed its
strikes you with its body or a handheld weapon maximum number of natural attacks.
deals normal damage, but at the same time the
attacker takes 1d6 points of acid damage and must Diminished Effects You can grant the
save or be sickened for 1 round. If the attack eidolon any evolution whose total cost
against you is a critical hit, the attacker must save does not exceed 2 evolution points.
or be nauseated instead of sickened. This damage Heightened Effects You can grant the
can harm a swarm. eidolon any two evolutions whose total
Diminished Effects Any creature that cost does not exceed 6 evolution points.
strikes you with its body or a handheld Caution! Spells Merge! This spell
weapon takes 1d6 points of acid damage combines the effects of the following
but does not need to save or become spells: evolution surge, lesser evolution
sickened. If the attack against you is a surge, and greater evolution surge.
critical hit, the attacker must save or be
sickened for 1 round.
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Compendium Arcanum Volume 4: 3rd Level Spells
Your touch attack causes your target to become You trace mystic runes upon a book, map, scroll, or
painfully malformed. Its limbs twist and buckle, similar object bearing written information. The
while its body contorts uncontrollably, shifting and explosive runes detonate when read, dealing 6d6
warping. Each round the target suffers excruciating points of force damage. Anyone next to the
pain and takes 2d6 points of nonlethal damage, 1 explosive runes (close enough to read them) takes
point of Dexterity damage, and 1 point of the full damage with no saving throw; any other
Constitution damage, and its speed is reduced by creature within 10 feet of the explosive runes is
10 feet. Once per round as a free action on its turn, entitled to a Reflex save for half damage. The
the target can attempt a new Fortitude saving object on which the explosive runes were written
throw to resist the spell for 1 round. also takes full damage (no saving throw).
Diminished Effects Each round the target You and any characters you specifically instruct can
takes 1d6 points of nonlethal damage, 1 read the protected writing without triggering the
point of Dexterity damage or 1 point of explosive runes. Likewise, you can remove the
Constitution damage (your choice each explosive runes whenever desired. Another creature
round), and its speed is reduced by 5 feet. can remove them with a successful dispel magic or
erase spell, but attempting to dispel or erase the
Heightened Effects Each round the target
explosive runes and failing to do so triggers the
fails the Fortitude saving throw it is also
explosion.
sickened.
Magic traps such as explosive runes are hard to
detect and disable. A character with the trapfinding
class feature (only) can use Disable Device to
thwart explosive runes. The DC to find magic traps
using Perception and to disable them is 25 + spell
level, or 28 for explosive runes.
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effects The flames still The fireball sets fire to combustibles and damages
damages creatures that attack you, but objects in the area. It can melt metals with low
they do not protect you from cold-based melting points, such as lead, gold, copper, silver,
or fire-based attacks. and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the fireball
Heightened Effects The shield provides a
may continue beyond the barrier if the area
+2 shield bonus to AC which negates magic
permits; otherwise it stops at the barrier just as any
missile attacks directed at you. This bonus
other spell effect does.
applies against incorporeal touch attacks.
In addition, any creature striking you with Diminished Effects The spell’s range
its body or a handheld weapon takes 2d6 becomes medium (100 ft. + 10 ft./level), its
points of damage + 1 point per caster level area becomes a 10-foot-radius spread, and
(maximum +20). it only deals 1d6 points of fire damage per
two caster levels (maximum 5d6) to every
creature within the affected area.
FIREBALL [ERRATA]
School evocation [fire]; Classes magus, sorcerer/wizard; Heightened Effects Creatures who take
Domains fire 3 damage from the spell must make a
CASTING second Reflex save or gain the dazed
Casting Time 1 standard action condition for 1 round.
Components V, S, M (a ball of bat guano and sulfur)
EFFECT
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Compendium Arcanum Volume 4: 3rd Level Spells
EFFECT
You create a hook of force that strikes the target
Range close (25 ft. + 5 ft./2 levels)
and drags you to a space adjacent to it. Make a
Target 1 firearm
Duration instantaneous ranged touch attack against the target; if the touch
Saving Throw Will negates (object); see text; Spell attack succeeds, the target takes 1 point of force
Resistance yes (object); see text damage per caster level. Whether or not the touch
DESCRIPTION
attack hits, the force hook drags you in a straight
The firearm fires with a blinding flash, even if the line to a square adjacent to the target. This
firearm is not currently loaded. Every creature movement provokes attacks of opportunity as
within 15 feet of the creature carrying the weapon normal. The pulling hook keeps you from falling as
must succeed at a Fortitude save or be blinded for part of this movement; therefore you can use it to
1d4 rounds. The creature carrying the firearm takes cross a pit or chasm, or reach a higher or lower
a –4 penalty on this saving throw. If the firearm is elevation. If the line of effect from you to the target
loaded, the ammunition is wasted. passes through an area that is too small to fit your
body (such as a portcullis or arrow slit), the hook
Diminished Effects The spell’s range
pulls you to that location and you take damage as if
becomes touch, you must make a melee
you had fallen the distance from your starting point
touch attack against the wielder of the
to that location. If you are restrained, such as being
firearm, and the firearm must be loaded.
chained to a wall, the hook pulls you to the
Heightened Effects Every creature within maximum extent of your restraints but does not
15 feet of the creature wielding or carrying break the restraints.
the firearm who fails their Will save also
If your travel to the destination is not blocked, you
takes 1d4 points of sonic damage. This
land on your feet, unharmed by the sudden motion.
version of the spell gains the sonic
However, the spell does not guarantee you a safe
descriptor.
landing space when you arrive. For example, if your
target is flying or on a ledge with no room for you
to stand, once the hook pulls you adjacent to the
target, you begin to fall.
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Compendium Arcanum Volume 4: 3rd Level Spells
Range touch
Heightened Effects Your successful melee
Target willing corporeal creature touched
touch attack deals 1d6 points of force Duration 2 min./level (D)
damage per level (maximum 10d6) in Saving Throw none; Spell Resistance no
addition to pushing the target away from DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
attack or cast spells with verbal, somatic, material, Casting Time 1 round
or focus components while in gaseous form. This Components V
EFFECT
does not rule out the use of certain spells that the
subject may have prepared using the feats Silent Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 7 HD or less
Spell, Still Spell, and Eschew Materials. The subject Duration 1 day/level or until discharged (D)
also loses supernatural abilities while in gaseous Saving Throw Will negates; Spell Resistance yes
form. If it has a touch spell ready to use, that spell is DESCRIPTION
discharged harmlessly when the gaseous form spell A lesser geas places a magical command on a
takes effect. creature to carry out some service or to refrain
A gaseous creature can't run, but it can fly at a from some action or course of activity, as desired
speed of 10 feet and automatically succeeds on all by you. The creature must have 7 or fewer HD and
Fly skill checks. It can pass through small holes or be able to understand you. While a geas cannot
narrow openings, even mere cracks, with all it was compel a creature to kill itself or perform acts that
wearing or holding in its hands, as long as the spell would result in certain death, it can cause almost
persists. The creature is subject to the effects of any other course of activity.
wind, and it can't enter water or other liquid. It also The geased creature must follow the given
can't manipulate objects or activate items, even instructions until the geas is completed, no matter
those carried along with its gaseous form. how long it takes.
Continuously active items remain active, though in
some cases their effects may be moot. If the instructions involve some open-ended task
that the recipient cannot complete through his own
Diminished Effects The spell’s duration is actions, the spell remains in effect for a maximum
reduced to 1 round/level (maximum 10 of 1 day per caster level. A clever recipient can
rounds) subvert some instructions.
Heightened Effects You may cast the If the subject is prevented from obeying the lesser
spell on an unwilling corporeal creature geas for 24 hours, it takes a –2 penalty to each of its
with a successful touch attack. The target ability scores. Each day, another –2 penalty
may attempt a Will save to negate the accumulates, up to a total of –8. No ability score
effects. can be reduced to less than 1 by this effect. The
ability score penalties are removed 24 hours after
the subject resumes obeying the lesser geas.
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The spell’s target Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature/level, no two of which
becomes one living creature per three
can be more than 30 ft. apart
caster levels, no two of which can be more Duration 1 round/level
than 30 ft. apart. The creatures must have Saving Throw Will negates; Spell Resistance yes
8 or fewer HD and be able to understand DESCRIPTION
you. Each creature must receive the same The targets coalesce into semi-physical forms for a
instructions. short period of time. While subject to the spell, the
incorporeal creatures take half damage (50%) from
GENTLE REPOSE nonmagical attack forms, and full damage from
magic weapons, spells, spell-like effects, and
School necromancy; Classes sorcerer/wizard
CASTING
supernatural effects.
Casting Time 1 standard action Diminished Effects The spell’s target
Components V, S, M/DF (salt and a copper piece for
becomes one incorporeal creature per two
each of the corpse's eyes)
EFFECT
caster levels, no two of which can be more
Range touch
than 30 ft. apart
Target corpse touched
Heightened Effects The targets take full
Duration 1 day/level
Saving Throw Will negates (object); Spell Resistance damage from all types of weapons, spells,
yes (object) spell-like effects, and supernatural effects.
DESCRIPTION
Diminished Effects The spell’s duration is Your speech becomes fluent and more believable,
reduced to 1 hour/level. causing those who hear you to believe every word
you say. You gain a +20 bonus on Bluff checks
Heightened Effects The spell’s duration is
made to convince another of the truth of your
changed to permanent.
words. This bonus doesn't apply to other uses of
the Bluff skill, such as feinting in combat, creating a
GHOSTBANE DIRGE, MASS diversion to hide, or communicating a hidden
School transmutation; Classes paladin message via innuendo.
CASTING
If a magical effect is used against you that would
Casting Time 1 standard action
detect your lies or force you to speak the truth, the
Components V, S, M/DF (an old reed from a wind
instrument) user of the effect must succeed on a caster level
EFFECT check (1d20 + caster level) against a DC of 15 + your
caster level to succeed. Failure means the effect
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Compendium Arcanum Volume 4: 3rd Level Spells
does not detect your lies or force you to speak only glyphs cannot be cast on the same area. However,
the truth. if a cabinet has three different drawers, each can be
separately warded.
Diminished Effects The spell’s duration is
reduced to 1 round per level. When casting the spell, you weave a tracery of
faintly glowing lines around the warding sigil. A
Heightened Effects You gain a +30 bonus
glyph can be placed to conform to any shape up to
on Bluff checks made to convince another
the limitations of your total square footage. When
of the truth of your words. If a magical
the spell is completed, the glyph and tracery
effect is used against you that would
become nearly invisible.
detect your lies or force you to speak the
truth, the user of the effect must succeed Glyphs cannot be affected or bypassed by such
on a caster level check (1d20 + caster level) means as physical or magical probing, though they
against a DC of 1 + your caster level to can be dispelled. Mislead, polymorph, and
succeed. nondetection (and similar magical effects) can fool a
glyph, though nonmagical disguises and the like
can't. Read magic allows you to identify a glyph of
GLYPH OF WARDING
warding with a DC 13 Knowledge (arcana) check.
School abjuration; Classes cleric/oracle, inquisitor,
Identifying the glyph does not discharge it and
witch; Domains home, rune
allows you to know the basic nature of the glyph
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
summons creatures, they appear as close as saving throws, attack rolls, ability checks,
possible to the intruder and attack. Saving skill checks, and weapon damage rolls. In
throws and spell resistance operate as normal, addition, you may make a dispel check
except that the DC is based on the level of the against any mind-affecting spells or
spell stored in the glyph. effects of 3rd level or lower active on the
targets.
Diminished Effects A blast glyph only
deals 1d6 points of damage per two caster
levels (maximum 5d6) and a spell glyph can GUIDING STAR
only store a spell of 2nd level or lower. Read School divination; Classes cleric/oracle, witch
magic allows you to identify a diminished CASTING
glyph of warding with a DC 12 Knowledge Casting Time 1 minute
(arcana) check. Components V, S, M (a spool of thread or string)
EFFECT
Heightened Effects A blast glyph deals
Range personal
1d10 points of damage per two caster Target you
levels (maximum 5d10) and a spell glyph Duration 1 day/level (D)
can store a spell of 4th level or lower. Read DESCRIPTION
magic allows you to identify a heightened You form a bond with your surroundings when you
glyph of warding with a DC 14 Knowledge cast this spell. For the remaining duration of the
(arcana) check. spell you can always, as a standard action,
determine your approximate distance from that
GOOD HOPE area as well as the direction you must travel in
order to reach it. You cannot determine the
School enchantment (compulsion) [emotion, mind-
affecting]; Classes bard location of the area if you are on a different plane.
CASTING The area counts as “very familiar” for the purposes
Casting Time 1 standard action of teleport or similar spells. You can only attune
Components V, S yourself to one location at a time. If you cast the
EFFECT spell at another spot you lose the ability to locate
Range medium (100 ft. + 10 ft./level) your original area.
Targets one living creature/level, no two of which may
be more than 30 ft. apart Diminished Effects The spell’s duration is
Duration 1 min./level reduced to 1 hour per level.
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless) Heightened Effects The spell’s range
DESCRIPTION
becomes touch and its target becomes
This spell instills powerful hope in the subjects. one creature.
Each affected creature gains a +2 morale bonus on
saving throws, attack rolls, ability checks, skill
checks, and weapon damage rolls.
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Compendium Arcanum Volume 4: 3rd Level Spells
HASTE [ERRATA]
H School transmutation; Classes alchemist, bard, magus,
sorcerer/wizard
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
HAUNTING CHOIR
School necromancy [mind-affecting, pain]; Classes bard
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
Diminished Effect: The spell only cures Diminished Effects You must remain
4d8 points of damage + 1 point per caster within 25 feet (no increase for caster level)
level (maximum +25), and only removes of the target to gain this benefit. Once you
the following conditions affecting your steal 5 hit points per your caster level
special mount: ability damage, blinded, (maximum 25 hit points) of healing from
confused, dazzled, deafened, diseased, this spell's effect, the spell is discharged.
exhausted, fatigued, nauseated, poisoned, Heightened Effects Once you steal 5 hit
and sickened. In addition, the spell points per your caster level (maximum 75
functions as break enchantment upon a hit points) of healing from this spell's
single additional effect of your choice that effect, the spell is discharged.
is affecting your special mount and that
can be legally affected by this effect.
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Compendium Arcanum Volume 4: 3rd Level Spells
HELPING HAND as much as 240 feet per round. Once the hand leads
the subject back to you, it disappears.
School evocation; Classes cleric/oracle
CASTING The subject is not compelled to follow the hand or
Casting Time 1 standard action act in any particular way toward you. If the subject
Components V, S, DF
chooses not to follow, the hand continues to
EFFECT
beckon for the duration of the spell, then
Range 5 miles
Effect ghostly hand
disappears. If the spell expires while the subject is
Duration 1 hour/level en route to you, the hand disappears; the subject
Saving Throw none; Spell Resistance no must then rely on its own devices to locate you.
DESCRIPTION
If more than one subject in a 5-mile radius meets
You create the ghostly image of a hand, which you the description, the hand locates the closest
can send to find a creature within 5 miles. The hand creature. If that creature refuses to follow the hand,
then beckons to that creature and leads it to you if the hand does not seek out a second subject.
the creature is willing to follow.
If, at the end of 4 hours of searching, the hand has
When the spell is cast, you specify a person (or any found no subject that matches the description
creature) by physical description, which can include within 5 miles, it returns to you, displays an
race, gender, and appearance but not ambiguous outstretched palm (indicating that no such creature
factors such as level, alignment, or class. When the was found), and disappears.
description is done, the hand streaks off in search
of a subject that fits the description. The amount of The ghostly hand has no physical form. It is invisible
time it takes to find the subject depends on how far to anyone except you and a potential subject. It
away he is, as detailed on the following table. cannot engage in combat or execute any other task
aside from locating a subject and leading it back to
Distance Time to Locate you. The hand can't pass through solid objects but
can ooze through small cracks and slits. The hand
100 ft. or less 1 round cannot travel more than 5 miles from the spot it
appeared when you cast the spell.
1,000 ft. 1 minute
Diminished Effects The spell’s duration is
1 mile 10 minutes reduced to 10 minutes/level.
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Compendium Arcanum Volume 4: 3rd Level Spells
succeeding at an opposed Sense Motive You make the area around a campsite appear to be
check against your caster level result. a thicket of untouched and forbidding foliage, or
some other unwelcoming feature matching the
surrounding terrain. Creatures outside the area
HEROISM
cannot sense any activity going on inside the area—
School enchantment (compulsion) [mind-affecting];
they cannot smell campfires or cooking food, they
Classes alchemist, inquisitor, sorcerer/wizard,
summoner, witch; Domain heroism cannot hear conversation, loud noises, or spells
CASTING being cast, and they cannot even feel heat or a rush
Casting Time 1 standard action of wind coming from the area. Those inside the
Components V, S area can see out normally. Once a creature steps
EFFECT into the area of the spell, it can see everything in
Range touch and around the area normally.
Target creature touched
Duration 10 min./level Diminished Effects The spell’s duration is
Saving Throw Will negates (harmless); Spell Resistance
reduced to 1 hour/level.
yes (harmless)
DESCRIPTION Heightened Effects The spell’s area
This spell imbues a single creature with great increases to one 30-ft. cube and its
bravery and morale in battle. The target gains a +2 duration is increased to 1 day/level.
morale bonus on attack rolls, saves, and skill
checks. HOLD PERSON
Diminished Effects The target only gains School enchantment (compulsion) [mind-affecting];
a +1 morale bonus on attack rolls, saves, Classes sorcerer/wizard
CASTING
and skill checks.
Casting Time 1 standard action
Heightened Effects The target gains a +3 Components V, S, F/DF (a small, straight piece of iron)
morale bonus on attack rolls, saves, and EFFECT
skill checks. If the target is under the Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
influence of a fear effect when receiving
Duration 1 round/level (D); see text
the spell, that effect is suppressed for the Saving Throw Will negates; see text; Spell Resistance
duration of the spell. yes
DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
School evocation [good]; Classes paladin Range close (25 ft. + 5 ft./2 levels)
CASTING Target one creature
Duration 1 round/level
Casting Time 1 standard action
Components V, S Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
EFFECT
Range 30 ft. You levitate the target a few inches off the ground,
Area cone-shaped burst
removing solid footing and halving the target's
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell speed. The target also takes a –4 penalty to CMD
Resistance yes against bull rush, drag, and reposition attempts. A
DESCRIPTION targeted creature that attacks with a melee or
You whisper a single word in the primordial ranged weapon finds itself increasingly unstable;
language of good that is anathema to the minions the first attack has a –1 penalty on attack rolls, the
of evil and strengthens the resolve of good second –2, and so on, to a maximum penalty of –5.
creatures. Evil creatures within the burst must A full-round action spent stabilizing allows the
make a Fortitude saving throw or become sickened creature to begin again at –1.
for 1 round/level. Evil outsiders with the evil This spell fails if cast on a flying creature.
subtype, evil-aligned dragons, and undead in the
Diminished Effects The target only takes
burst also take 2d8 points of damage if they fail
a –2 penalty to CMD against bull rush,
their saves. Good-aligned creatures in the burst
drag, and reposition attempts. In addition,
gain a +2 sacred bonus on attack and damage rolls
the target takes a maximum of a –3
for 1 round.
penalty on attack rolls.
Diminished Effects Evil creatures within
Heightened Effects You may levitate the
the burst must make a Fortitude saving
target up to 5 feet/level off the ground, to
throw or become sickened for 1 round. Evil
a maximum of 100 feet. You can mentally
outsiders with the evil subtype, evil-
direct the recipient to move up or down as
aligned dragons, and undead in the burst
much as 20 feet each round; doing so is a
also take 2d6 points of damage if they fail
move action. You cannot move the
their saves. Good-aligned creatures in the
recipient horizontally, but the recipient
burst gain a +1 sacred bonus on attack and
could clamber along the face of a cliff, for
damage rolls for 1 round.
example, or push against a ceiling to move
Heightened Effects Evil outsiders with the laterally (generally at half its base land
evil subtype, evil-aligned dragons, and speed).
undead in the burst also take 2d10 points
of damage if they fail their saves. Good-
aligned creatures in the burst gain a +3
sacred bonus on attack and damage rolls
for 1 round.
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Compendium Arcanum Volume 4: 3rd Level Spells
HOWLING AGONY
School necromancy [death, pain]; Classes I
sorcerer/wizard, witch
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The spell’s target Heightened Effects The spell confers
becomes one creature per three caster invisibility upon all creatures within 10 feet
levels, no two of which can be more than of the recipient at the time the spell is
30 feet apart. cast. The center of the effect is mobile
with the recipient. Those affected by this
spell can see each other and themselves as
INVISIBILITY, GREATER [ERRATA]
if unaffected by the spell. Any affected
School illusion (glamer); Classes summoner creature moving out of the area becomes
CASTING
visible, but creatures moving into the area
Casting Time 1 standard action
after the spell is cast do not become
Components: V, S
invisible.
EFFECT
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Compendium Arcanum Volume 4: 3rd Level Spells
Anything invisible becomes visible while in the You teleport the target to a space you can see
area. within 30 feet of the target. The destination must
be on solid ground, and the teleportation cannot
Diminished Effects You must make a
end in a space that is by nature hazardous to the
dispel check (DC = 11 + the spell’s caster
creature you are teleporting.
level) against each source of invisibility
within the affected area. Diminished Effects The spell’s range
becomes personal and its target becomes
Heightened Effects You instead create a
you.
burst effect with a radius of 5 feet per
caster level centered on you that outlines Heightened Effects The target does not
all creatures and objects in a pale glow. receive a Will saving throw to negate, but
You must overcome any spell resistance a you must still defeat its spell resistance (if
potential subject may have to affect it. any).
Outlined subjects shed light as candles.
Creatures outlined by the glow take a –20
penalty on all Stealth checks. Outlined
creatures do not benefit from the K
concealment normally provided by
darkness (though a 5th-level or higher
magical darkness effect functions KEEN EDGE
normally), blur, displacement, invisibility, or School transmutation; Classes sorcerer/wizard
similar effects. The glow is too dim to have CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
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Compendium Arcanum Volume 4: 3rd Level Spells
You release a powerful stroke of electrical energy Upon drinking an extract created with this formula,
that deals 1d6 points of electricity damage per you make a significant change to your magical
caster level (maximum 10d6) to each creature reserve that modifies the nature of all bombs you
within its area. The bolt begins at your fingertips. create and throw during this extract's duration. This
effect on your magical reserve has no effect on any
The lightning bolt sets fire to combustibles and
discoveries that you use to modify your bombs, but
damages objects in its path. It can melt metals with
you can only have one admixture effect (formulae
a low melting point, such as lead, gold, copper,
with the word “bomb admixture” in its title) active
silver, or bronze. If the damage caused to an
at a time. If you drink another bomb admixture, the
interposing barrier shatters or breaks through it,
effects of the former bomb admixture end and
the bolt may continue beyond the barrier if the
those of the new one become active.
spell's range permits; otherwise, it stops at the
barrier just as any other spell effect does. When you throw a bomb and hit a direct target,
lashes of electrical energy are released from the
Diminished Effects The spell’s range
bomb, coalescing on the bomb's direct target and
becomes 60 feet, its area becomes 60 feet,
up to three creatures that take damage from the
and it only deals 1d6 points of electricity
bomb's splash (alchemist's choice). Those affected
damage per two caster levels (maximum
by the electricity must succeed at a Reflex saving
5d6) to every creature within the area.
throw or take 1d6 points of electrical damage each
Heightened Effects Creatures who take time they take a move action to move more than 5
damage from the spell must make a feet for the duration of the effect. This effect does
Fortitude save or gain the staggered not ignore spell resistance.
condition for 1d4 rounds.
Diminished Effects Only the direct target
of the bomb must succeed at a Reflex
saving throw or take 1d6 points of
electrical damage each time they take a
move action to move more than 5 feet for
the duration of the effect.
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Compendium Arcanum Volume 4: 3rd Level Spells
move action to move more than 5 feet for attempting to follow you must make a DC
the duration of the effect. 5 Acrobatics check each round to follow
you.
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Compendium Arcanum Volume 4: 3rd Level Spells
While subject to this spell, the target cannot be the A successful saving throw ignores all effects of the
target of another spell that has the word "litany" in veil. Sightless creatures are not affected by
the title. loathsome veil. Affected creatures can avert or
close their eyes to avoid seeing the veil, similar to
Diminished Effects You can only see
avoiding a gaze attack.
invisible creatures and objects within 15
feet. Loathsome veil can be made permanent with the
permanency spell by a caster of 10th level or higher
Heightened Effects The spell’s duration
for the cost of 7,500 gp.
increases to concentration (maximum 1
round/level) (D). Diminished Effects The veil affects a
maximum of 18 Hit Dice of creatures.
harmless. The other side twists and turns into You sense the direction of a well-known or clearly
impossible shapes, affecting any creature with 60 visualized object. You can search for general items,
feet who views the veil. The veil affects a maximum in which case you locate the nearest of its kind if
of 24 Hit Dice of creatures. Creatures with the more than one is within range. Attempting to find a
fewest HD are affected first. Among creatures with certain item requires a specific and accurate mental
equal HD, those who are closest to the spell are image; if the image is not close enough to the
affected first. The effect is according to the actual object, the spell fails. You cannot specify a
creature's HD. unique item unless you have observed that
4 HD or fewer: The creature is nauseated while it particular item firsthand (not through divination).
can see the veil, nauseated for 1d4 rounds after it The spell is blocked by even a thin sheet of lead.
last saw the veil, then sickened for 2d4 rounds Creatures cannot be found by this spell. Polymorph
after it last saw the veil. any object and nondetection fool it.
8 HD or fewer: The creature is nauseated for 1d4 Diminished Effects You cannot detect
rounds, sickened while it can see the veil, then specific objects, only general ones (you
sickened for 1d4 rounds after it last saw the veil. can look for swords, but not a specific
9 or more HD: The creature is sickened while it sword).
can see the veil.
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The spell’s duration swarm. Creatures failing a saving throw against the
increases to 10 minutes/level. mad monkeys' distraction attack are deafened for 1
minute as well as nauseated. The monkeys attempt
one disarm or steal combat maneuver each turn as
LOCATE WEAKNESS
a free action against any creature that begins its
School divination; Classes inquisitor, magus,
turn in the swarm, using your caster level plus your
sorcerer/wizard, witch
casting ability score bonus (Intelligence for wizards;
CASTING
Range close (25 ft. + 5 ft./2 levels) Diminished Effects The spell can only be
Effect swarm of monkeys used to protect all creatures within the
Duration 1 round/level area. It cannot be used to imprison a
Saving Throw none; Spell Resistance no
creature.
DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
MAGIC CIRCLE AGAINST EVIL immediately ends. The trapped creature can do
nothing that disturbs the circle, directly or
School abjuration [good]; Classes cleric/oracle,
inquisitor, paladin, sorcerer/wizard, summoner; indirectly, but other creatures can. If the called
Domains good creature has spell resistance, it can test the trap
CASTING once a day. If you fail to overcome its spell
Casting Time 1 standard action resistance, the creature breaks free, destroying the
Components V, S, M/DF (a 3-ft.-diameter circle of
circle. A creature capable of any form of
powdered silver)
EFFECT
dimensional travel (astral projection, blink,
Range touch
dimension door, etherealness, gate, plane shift,
Area 10-ft.-radius emanation from touched creature shadow walk, teleport, and similar abilities) can
Duration 10 min./level simply leave the circle through such means. You
Saving Throw Will negates (harmless); Spell Resistance
can prevent the creature's extradimensional escape
no; see text
DESCRIPTION
by casting a dimensional anchor spell on it, but you
must cast the spell before the creature acts. If you
All creatures within the area gain the effects of a are successful, the anchor effect lasts as long as the
protection from evil spell, and evil summoned magic circle does. The creature cannot reach across
creatures cannot enter the area either. Creatures in the magic circle, but its ranged attacks (ranged
the area, or who later enter the area, receive only weapons, spells, magical abilities, and the like) can.
one attempt to suppress effects that are controlling The creature can attack any target it can reach with
them. If successful, such effects are suppressed as its ranged attacks except for the circle itself.
long as they remain in the area. Creatures that
leave the area and come back are not protected. You can add a special diagram (a two-dimensional
You must overcome a creature's spell resistance in bounded figure with no gaps along its
order to keep it at bay (as in the third function of circumference, augmented with various magical
protection from evil), but the deflection and sigils) to make the magic circle more secure.
resistance bonuses and the protection from mental Drawing the diagram by hand takes 10 minutes and
control apply regardless of enemies' spell requires a DC 20 Spellcraft check. You do not know
resistance. the result of this check. If the check fails, the
diagram is ineffective. You can take 10 when
This spell has an alternative version that you may drawing the diagram if you are under no particular
choose when casting it. A magic circle against evil time pressure to complete the task. This task also
can be focused inward rather than outward. When takes 10 full minutes. If time is no factor at all, and
focused inward, the spell binds a nongood called you devote 3 hours and 20 minutes to the task, you
creature (such as those called by the lesser planar can take 20.
binding, planar binding, and greater planar binding
spells) for a maximum of 24 hours per caster level, A successful diagram allows you to cast a
provided that you cast the spell that calls the dimensional anchor spell on the magic circle during
creature within 1 round of casting the magic circle. the round before casting any summoning spell. The
The creature cannot cross the circle's boundaries. If anchor holds any called creatures in the magic circle
a creature too large to fit into the spell's area is the for 24 hours per caster level. A creature cannot use
subject of the spell, the spell acts as a normal its spell resistance against a magic circle prepared
protection from evil spell for that creature only. with a diagram, and none of its abilities or attacks
can cross the diagram. If the creature tries a
A magic circle leaves much to be desired as a trap. If Charisma check to break free of the trap (see the
the circle of powdered silver laid down in the lesser planar binding spell), the DC increases by 5.
process of spellcasting is broken, the effect
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Compendium Arcanum Volume 4: 3rd Level Spells
except that it is similar to protection from good Range close (25 ft. + 5 ft./2 levels)
Target one living creature
instead of protection from evil, and it can imprison a
Duration 1 hour/level
nonevil called creature. DESCRIPTION
Diminished Effects The spell can only be This spell imbues one natural weapon or unarmed
used to protect all creatures within the strike of the subject an enhancement bonus on
area. It cannot be used to imprison a attack and damage rolls is equal to +1 per four
creature. caster levels (maximum +5). This bonus does not
Heightened Effects The once trapped, the allow a natural weapon or unarmed strike to bypass
creature cannot use its spell resistance to damage reduction aside from magic.
test the trap. Alternatively, you may imbue all of the creature's
natural weapons with a +1 enhancement bonus
(regardless of your caster level).
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Compendium Arcanum Volume 4: 3rd Level Spells
School transmutation; Classes antipaladin, inquisitor, Range close (25 ft. + 5 ft./2 levels)
magus, paladin, sorcerer/wizard Target one creature
CASTING Duration 1 day/level
Casting Time 1 standard action Saving Throw Will negates; Spell Resistance yes
Components V, S, M/DF (powdered lime and carbon) DESCRIPTION
EFFECT
You invoke feelings of a driving malicious intent.
Range close (25 ft. + 5 ft./2 levels)
The target's malice is directed at a second
Target one weapon or 50 projectiles (all of which must
be together at the time of casting) individual as designated by you at the time of
Duration 1 hour/level casting. Thereafter, the target attempts to slander,
Saving Throw Will negates (harmless, object); Spell abuse, and even plot murder against the target of
Resistance yes (harmless, object)
its spite. This loathing is not overt, and the target's
DESCRIPTION
actions against the object of its spite remain subtle
This spell imbues a weapon with an enhancement and indirect. The enchanted target remains within
bonus on attack and damage rolls of +1 per four its financial and ethical means when acting against
caster levels (maximum +5). This bonus does not the second individual, though the malice toward
allow a weapon to bypass damage reduction aside this other person pushes the target to the limit of
from magic. what it would do to a hated individual.
Alternatively, you can affect as many as 50 arrows, Each day, the target takes 2 points of Wisdom
bolts, or bullets. The projectiles must be of the damage as the all-encompassing spite dominates
same kind, and they have to be together (in the its thoughts. The target can only alleviate the
same quiver or other container). Projectiles, but not ability damage by acting upon the emotion and
thrown weapons, lose their transmutation after performing a spiteful act. Examples of spiteful acts
they are used. Treat shuriken as projectiles, rather are spiking the target's drink to make it an easier
than as thrown weapons, for the purpose of this target for thugs, damaging the target's property,
spell. starting foul rumors about the target, framing the
Diminished Effects The spell’s range is target for a crime, paying lepers or beggars to
reduced to touch and its duration is accost the target, extorting or blackmailing the
reduced to 10 minutes/level. target, or arranging for others to physically harm
the target.
Heightened Effects The spell’s target
becomes weapons or groups of 50 When the spell ends, the target remembers the
projectiles, and you divide the duration in spiteful behavior, but not the motivation for it.
1-hour intervals among the imbued Diminished Effects The spell’s duration is
weapons and projectile groups. reduced to 1 hour/level.
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Compendium Arcanum Volume 4: 3rd Level Spells
individual for all of the affected creatures. Diminished Effects The spell’s duration is
The duration is divided up into 1-day reduced to 1 minute/level.
intervals among the affected creatures.
Heightened Effects You may attempt to
possess the body of an unwilling creature.
MARIONETTE POSSESSION If the target creature has spell resistance
School necromancy; Classes alchemist, sorcerer/wizard, you must roll a caster level check of
summoner, witch overcome it.
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
MELD INTO STONE then slays you instantly unless you make a DC 18
Fortitude save, in which case you are merely
School transmutation [earth]; Classes cleric/oracle,
druid expelled. Finally, passwall expels you without
CASTING damage.
Casting Time 1 standard action
Diminished Effects The spell’s duration is
Components V, S, DF
EFFECT
reduced to 1 minute/level and the surface
Range personal
of the stone where you entered is
Target you discolored in a shape roughly equal to
Duration 10 min./level yours.
DESCRIPTION
Heightened Effects You can move at a
Meld into stone enables you to meld your body and speed of 5 feet through the stone. Any
possessions into a single block of stone. The stone time before the duration expires, you can
must be large enough to accommodate your body step out through any surface of the stone.
in all three dimensions. When the casting is If the spell's duration expires or the effect
complete, you and not more than 100 pounds of is dispelled while you are within 10 feet
nonliving gear merge with the stone. If either from any surface of the stone, you are
condition is violated, the spell fails and is wasted. violently expelled to the nearest surface
While in the stone, you remain in contact, however and take 5d6 points of damage. If the
tenuous, with the face of the stone through which spell's duration expires or the effect is
you melded. You remain aware of the passage of dispelled while you are more than 10 feet
time and can cast spells on yourself while hiding in from any surface of the stone, you are
the stone. Nothing that goes on outside the stone instantly slain unless you make a DC 18
can be seen, but you can still hear what happens Fortitude save. Even if you make your
around you. Minor physical damage to the stone save, you are expelled to the nearest
does not harm you, but its partial destruction (to surface and take 5d6 points of damage.
the extent that you no longer fit within it) expels
you and deals you 5d6 points of damage. The
MONSTROUS PHYSIQUE
stone's complete destruction expels you and slays
School transmutation (polymorph); Classes alchemist,
you instantly unless you make a DC 18 Fortitude magus, sorcerer/wizard
save. Even if you make your save, you still take 5d6 CASTING
points of damage. Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form
Any time before the duration expires, you can step
you plan to assume)
out of the stone through the surface that you EFFECT
entered. If the spell's duration expires or the effect Range personal
is dispelled before you voluntarily exit the stone, Target you
you are violently expelled and take 5d6 points of Duration 1 minute/level (D)
DESCRIPTION
damage.
When you cast this spell, you can assume the form
The following spells harm you if cast upon the
of any Small or Medium creature of the monstrous
stone that you are occupying. Stone to flesh expels
humanoid type. If the form you assume has any of
you and deals you 5d6 points of damage. Stone
the following abilities, you gain the listed ability:
shape deals 3d6 points of damage but does not
climb 30 feet, fly 30 feet (average maneuverability),
expel you. Transmute rock to mud expels you and
swim 30 feet, darkvision 60 feet, low-light vision,
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Compendium Arcanum Volume 4: 3rd Level Spells
and scent. If the form you assume has the aquatic Caution! Spells Merge! This spell
subtype, you gain the aquatic and amphibious combines the effects of the following
subtypes. spells: monstrous physique I and monstrous
physique II.
Small monstrous humanoid: If the form you take
is that of a Small monstrous humanoid, you gain
a +2 size bonus to your Dexterity and a +1 natural
armor bonus.
N
Medium monstrous humanoid: If the form you
take is that of a Medium monstrous humanoid,
you gain a +2 size bonus to your Strength and a NAP STACK
+2 natural armor bonus. School necromancy; Classes cleric/oracle
CASTING
Diminished Effects The spell’s duration is
Casting Time 1 minute
reduced to 1 round/level, and you can only
Components V, S, M (a little silk pillow worth 100 gp)
assume the form of a Small creature of the EFFECT
monstrous humanoid type. Range 30 ft.
Area 30-ft.-radius emanation
Heightened Effects You can assume the
Duration 8 hours
form of a Diminutive or Huge creature of Saving Throw Will negates (harmless); Spell Resistance
the monstrous humanoid type. If the form yes (harmless)
you assume has any of the following DESCRIPTION
abilities, you gain the listed ability: burrow You reduce the amount of uninterrupted sleep or
30 feet, climb 90 feet, fly 90 feet (good rest creatures within the spell's area need in order
maneuverability), swim 90 feet, all-around to recover from injuries, regain spells, or other
vision, blindsense 30 feet, darkvision 60 special abilities to 2 hours instead of the normal
feet, low-light vision, scent, blood frenzy, eight. In addition, if creatures continue to sleep or
cold vigor, constrict, ferocity, freeze, grab, rest beyond the initial 2 hours, every additional 2
horrific appearance, jet, leap attack, hours counts as a day of rest for the purpose of
mimicry, natural cunning, overwhelming, recovering hit points, ability damage, as well as for
poison, pounce, rake, sound mimicry, enduring diseases, poisons, or other afflictions. This
speak with sharks, trample, trip, and web. means 8 total hours of sleep counts as 4 days for
If the creature has the undersized weapons natural healing and for saving throws as diseases or
special quality, you gain that quality. similar afflictions run their course. When suffering
Diminutive monstrous humanoid: If the form you from diseases, poison, or other afflictions, sleepers
take is that of a Diminutive monstrous experience vivid dreams that help them track their
humanoid, you gain a +6 size bonus to your recovery. If things go poorly they can, at any time,
Dexterity, a –4 penalty to your Strength, and a +1 wake themselves up in order to seek a better
natural armor bonus. alternative. If awoken or otherwise disturbed
during this 8-hour period, creatures may return to
Huge monstrous humanoid: If the form you take is sleep but they no longer enjoy the benefits of the
that of a Huge monstrous humanoid, you gain a accelerated recovery time. Creatures can only
+6 size bonus to your Strength, a –4 penalty to enjoy the benefits of this spell once in any 1-week
your Dexterity, and a +6 natural armor bonus. period.
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Diminished Effects The spell’s area is weather and environment themselves seem to
reduced to a 15-foot-radius emanation and conspire to cause trouble.
its duration is reduced to 4 hours.
Nature's exile can be removed with break
Creatures can only enjoy the benefits of
enchantment, limited wish, miracle, remove curse, or
the spell once in any 2-week period.
wish.
Heightened Effects You reduce the
Diminished Effects The spell’s duration is
amount of uninterrupted sleep or rest
reduced to 1 hour/level.
creatures within the spell's area need in
order to recover from injuries, regain Heightened Effects If the target has an
spells, or other special abilities to 1 hour animal companion, the animal companion
instead of the normal eight. In addition, if takes a –3 penalty on all attack rolls, skill
creatures continue to sleep or rest beyond checks, and saving throws. The target also
the initial 1 hour, every additional 1 hour takes a –15 penalty on Survival skill checks.
counts as a day of rest for the purpose of
recovering hit points, ability damage, as NEUTRALIZE POISON
well as for enduring diseases, poisons, or
School conjuration (healing); Classes druid, ranger
other afflictions. This means 8 total hours
CASTING
of sleep counts as 8 days for natural
Casting Time 1 standard action
healing and for saving throws as diseases Components V, S, M/DF (charcoal)
or similar afflictions run their course. EFFECT
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Compendium Arcanum Volume 4: 3rd Level Spells
NONDETECTION
School abjuration; Classes alchemist, antipaladin,
O
inquisitor, sorcerer/wizard, summoner; Domains
trickery
CASTING
OBSCURE OBJECT
Casting Time 1 standard action School abjuration; Classes cleric/oracle, inquisitor
Components V, S, M (diamond dust worth 50 gp) CASTING
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Diminished Effects The spell’s area is School conjuration (creation); Classes sorcerer/wizard,
summoner
reduced to a 10-foot-radius burst.
CASTING
Creatures in the area take 1d6 points of
Casting time 1 standard action
fire damage per two caster levels Components V, S, M (a handful of metal pellets or
(maximum of 5d6) and become entangled. handful of cold iron, silver, or adamantine pellets; see
descriptions for cost)
Heightened Effects Creatures in the area EFFECT
who fail their Reflex save must make a Range 30 ft.
second Reflex save or catch on fire. Area cone-shaped burst
Duration instantaneous
Saving throw Reflex half; Spell Resistance no
DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
caster levels, maximum 5d8. This damage is subject (maximum 40). If the entity loses all its hit points, it
to damage reduction. If the material component is disappears, possibly subjecting all aboard to a crash
made of cold iron (costing 50 gp), silver (costing 20 (treat as wrecked).
gp), or adamantine (costing 100 gp), the resulting
The entity gains certain powers according to caster
blast can overcome damage reduction of the
level. An entity's abilities include those of entities
appropriate type. The pellets disappear after the
of lower caster levels.
spell is cast and the damage is dealt.
8th Level: The entity can ride over sandy, muddy,
Diminished Effects The spell only deals
or even swampy ground without difficulty or
1d6 points of piercing damage per two
decrease in speed.
caster levels, maximum 5d6.
10th Level: The entity can use water walk at will
Heightened Effects In addition to dealing
(as the spell, no action required to activate this
damage, the pellets can be used to make a
ability).
bull rush attempt against all creatures in
the area of effect. You CMB for this bull 12th Level: The entity can use air walk at will (as
rush is equal to your caster level plus your the spell, no action required to activate this
Intelligence or Charisma modifier, ability) for up to 1 round at a time, after which it
whichever is highest. This bull does not falls to the ground.
provoke an attack of opportunity. Diminished Effects You conjure a quasi-
real light chariot with one horse-like
PHANTOM CHARIOT creature to pull it. (The exact description
can be customized as you wish.) The
School conjuration (creation); Classes sorcerer/wizard
CASTING
chariot has all the normal qualities of a
Casting Time 10 minutes
light chariot. You or a person you
Components V, S designate while casting the spell must
EFFECT drive the chariot, which can carry up to
Range 0 ft. two passengers (including the driver). The
Effect one quasi-real chariot and draft team chariot and team have an AC of 16 (–1 size,
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
+4 natural armor, +3 Dex), and 10 hit
DESCRIPTION points + 2 hit points per caster level
(maximum 30). The entity cannot gain the
You conjure a quasi-real medium chariot with two
ability to use air walk at will.
horse-like creatures in a team to pull it. (The exact
description can be customized as you wish.) The Heightened Effects You conjure a quasi-
chariot has all the normal qualities of a medium real heavy chariot with four horse-like
chariot. You or a person you designate while creatures in a team to pull it. (The exact
casting the spell must drive the chariot, which can description can be customized as you
carry up to four passengers (including the driver). wish.) The chariot has all the normal
The team and chariot make no sound and the team qualities of a heavy chariot. You or a
does not fight, although the driver can use the person you designate while casting the
chariot like any normal chariot. spell must drive the chariot, which can
carry up to six passengers (including the
The chariot and team are essentially a single entity
driver). The chariot and team have an AC
with an AC of 17 (–2 size, +5 natural armor, +4 Dex),
of 19 (–2 size, +6 natural armor, +5 Dex),
and 10 hit points + 2 hit points per caster level
and 10 hit points + 2 hit points per caster
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14th Level: The mount can fly at its speed with a At your option, the area can be a 100-foot-radius
bonus on Fly skill checks equal to your caster circle, a 150-foot-radius semicircle, or a 200-foot-
level. radius quarter circle.
Diminished Effects The steed does gain You may designate places within the area that
the ability to fly at caster level 14th. are not affected.
Heightened Effects You can summon up Enrichment: This effect targets plants within a
to six steeds, and you divide the duration range of a half-mile, raising their potential
in 1-hour intervals among the steeds productivity over the course of the next year to
summoned. one-third above normal.
Caution! Spells Merge! This spell Plant growth counters diminish plants.
combines the effects of the following
This spell has no effect on plant creatures.
spells: phantom steed and communal
phantom steed. Diminished Effects The overgrowth
version’s range is reduced to medium (100
ft. + 10 ft./level), and the enrichment
PLANT GROWTH
version targets all normal plants within a
School transmutation; Classes druid, ranger; Domains range of 1/4 mile.
plant
CASTING Heightened Effects Plant creatures in the
Casting Time 1 standard action spell’s area gain fast healing 2 for 10
Components V, S, DF minutes per caster level. If the plant
EFFECT
creature already has fast healing, its rate
Range see text of healing increases by 2.
Target or Area see text
Duration instantaneous
Saving Throw none; Spell Resistance no
POISON
DESCRIPTION
School necromancy [poison]; Classes druid
Plant growth has different effects depending on the CASTING
version chosen. Casting Time 1 standard action
Components V, S, DF
Overgrowth: This effect causes normal
EFFECT
vegetation (grasses, briars, bushes, creepers,
Range touch
thistles, trees, vines, and so on) within long range Target living creature touched
(400 feet + 40 feet per caster level) to become Duration instantaneous; see text
thick and overgrown. The plants entwine to form Saving Throw Fortitude negates; see text; Spell
Resistance yes
a thicket or jungle that creatures must hack or
DESCRIPTION
force a way through. Speed drops to 5 feet, or 10
feet for Large or larger creatures. The area must Calling upon the venomous powers of natural
have brush and trees in it for this spell to take predators, you infect the subject with a horrible
effect. If this spell is cast on an area that is poison by making a successful melee touch attack.
already affected by any spell or effect that This poison deals 1d3 Constitution damage per
enhances plants, such as entangle or wall of round for 6 rounds. Poisoned creatures can make a
thorns, any DC involved with these spells is Fortitude save each round to negate the damage
increased by 4. This bonus is granted for 1 day and end the affliction.
after the casting of plant growth.
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Compendium Arcanum Volume 4: 3rd Level Spells
against each spell to dispel it. The DC to dispel such Range medium (100 ft. + 10 ft./level)
Targets one willing living creature per three levels, no
spells is 11 + the caster level of the fire spell.
two of which may be more than 30 ft. apart
Each creature with the fire subtype within the area Duration concentration + 1 round/level (D)
Saving Throw none; Spell Resistance yes
of a quench spell takes 1d6 points of damage per
DESCRIPTION
caster level (maximum 10d6, no save allowed).
Each affected creature gains a +2 morale bonus to
Alternatively, you can target the spell on a single
Strength and Constitution, a +1 morale bonus on
magic item that creates or controls flame. The item
Will saves, and a –2 penalty to AC. The effect is
loses all its fire-based magical abilities for 1d4 hours
otherwise identical with a barbarian's rage except
unless it succeeds on a Will save. Artifacts are
that the subjects aren't fatigued at the end of the
immune to this effect.
rage.
Diminished Effects The spell’s area is
Diminished Effects The spell may only
reduced to one 20-foot cube, and each
target one creature.
creature with the fire subtype within the
area of the spell may attempt a Fortitude Heightened Effects The spell’s duration
save to reduce the damage by half. increases to 1 minute + 1 round/level, and
you no longer need to concentrate to
Heightened Effects Each creature with
maintain the spell.
the fire subtype (and not the extraplanar
subtype) within the area of the spell takes
1d6 points of damage per caster level
(maximum 15d6, no save allowed).
Creatures with the extraplanar and fire
subtypes within the area of the spell must
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Compendium Arcanum Volume 4: 3rd Level Spells
RAIN OF FROGS
School conjuration (summoning); Classes bard, druid,
sorcerer/wizard, summoner, witch
CASTING
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Compendium Arcanum Volume 4: 3rd Level Spells
The subject is immediately exhausted for the spell's Diminished Effects The spell’s duration is
duration. A successful Fortitude save means the reduced to 1 hour/level.
creature is only fatigued. Heightened Effects The target suffers a –
2 penalty on its Will save to break the
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Compendium Arcanum Volume 4: 3rd Level Spells
spell's effect if remaining within 30 feet of +1 bonus on attack rolls and AC due to its reduced
the focus of its affection would place the size.
target in obvious physical danger.
A Small humanoid creature whose size decreases
to Tiny has a space of 2-1/2 feet and a natural reach
REDUCE ANIMAL of 0 feet (meaning that it must enter an opponent's
School transmutation; Classes ranger square to attack). A Large humanoid creature
CASTING whose size decreases to Medium has a space of 5
Casting Time 1 standard action feet and a natural reach of 5 feet. This spell doesn't
Components V, S change the target's speed.
EFFECT
All equipment worn or carried by a creature is
Range touch
Target one willing animal of Small, Medium, Large, or similarly reduced by the spell.
Huge size
Duration 1 hour/level (D)
Melee and projectile weapons deal less damage.
Saving Throw none; Spell Resistance no Other magical properties are not affected by this
DESCRIPTION spell. Any reduced item that leaves the reduced
This spell functions like reduce person, except that it creature's possession (including a projectile or
affects a single willing animal. Reduce the damage thrown weapon) instantly returns to its normal size.
dealt by the animal's natural attacks as appropriate This means that thrown weapons deal their normal
for its new size (see enlarge person sidebar). damage (projectiles deal damage based on the size
of the weapon that fired them).
Diminished Effects The spell’s casting
time is increased to 1 round and its Multiple magical effects that reduce size do not
duration is reduced to 1 minute/level. stack.
Heightened Effects The spell’s range is Diminished Effects The spell’s duration is
increased to close (25 ft. + 5 ft./2 levels). reduced to 1 round/level.
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REMOVE BLINDNESS/DEAFNESS curse does not remove the curse from a cursed
shield, weapon, or suit of armor, although a
School conjuration (healing); Classes alchemist,
cleric/oracle, paladin, witch; Domains purity successful caster level check enables the creature
CASTING afflicted with any such cursed item to remove and
Casting Time 1 standard action get rid of it.
Components V, S
EFFECT
Remove curse counters and dispels bestow curse.
Range touch Diminished Effects The curse is not
Target creature touched
removed, it is only suppressed for one
Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell hour per caster level.
Resistance yes (harmless)
Heightened Effects You gain +5 bonus on
DESCRIPTION
your caster level checks.
Remove blindness/deafness cures blindness or
deafness (your choice), whether the effect is
normal or magical in nature. The spell does not REMOVE DISEASE
restore ears or eyes that have been lost, but it School conjuration (healing); Classes alchemist,
cleric/oracle, inquisitor, druid, ranger, witch
repairs them if they are damaged.
CASTING
Range touch
Since the spell's duration is instantaneous, it does
Target creature or object touched not prevent reinfection after a new exposure to the
Duration instantaneous same disease at a later date.
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless) Diminished Effects The disease is not
DESCRIPTION removed, it is only suppressed for one
Remove curse can remove all curses on an object or hour per caster level.
a creature. If the target is a creature, you must Heightened Effects The spell also heals
make a caster level check (1d20 + caster level) 1d4 points of ability damage per caster
against the DC of each curse affecting the target. level (maximum 5d4) caused by disease.
Success means that the curse is removed. Remove
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An invisible barrier holds back vermin. A vermin You coat your body with a resinous substance,
with HD of less than one-third your level cannot protecting you from attacks and binding weapons
penetrate the barrier. that strike you. You gain DR 5/piercing, as well as a
+4 circumstance bonus to your CMD against disarm
A vermin with HD of one-third your level or more
attempts and on saving throws against effects that
can penetrate the barrier if it succeeds on a Will
cause you to drop something you are holding.
save. Even so, crossing the barrier deals the vermin
Additionally, you gain a +2 circumstance bonus on
2d6 points of damage, and pressing against the
combat maneuver checks to initiate a grapple,
barrier causes pain, which deters most vermin.
maintain a grapple, and pin a foe. Any enemy you
Diminished Effects A vermin with HD of grapple takes a –2 penalty on attempts to break the
one-fourth your level or more can grapple and to escape the grapple using Escape
penetrate the barrier of it succeeds on a Artist. Any weapon that strikes you becomes stuck
Will save. unless its wielder succeeds at a Reflex saving throw.
Heightened Effects In addition to taking Such a weapon can be pulled free of you only with a
damage, vermin crossing the barrier gain a successful Strength check (DC = your saving throw
negative level while in the area of the DC for this spell). This spell has no effect on
spell. This may reduce the vermin to a unarmed strikes or natural weapons.
level where it can be repelled by the spell Diminished Effects. You gain DR
effect. 2/piercing, as well as a +2 circumstance
bonus to your CMD against disarm
attempts and on saving throws against
effects that cause you to drop something
you are holding. Additionally, you gain a
+1 circumstance bonus on combat
maneuver checks to initiate a grapple,
maintain a grapple, and pin a foe. Any
enemy you grapple takes a –1 penalty on
attempts to break the grapple and to
escape the grapple using Escape Artist.
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Compendium Arcanum Volume 4: 3rd Level Spells
saving throws against effects that cause used to dispel more than one permanent
you to drop something you are holding. negative level possessed by a target in a 1-
Additionally, you gain a +3 circumstance week period.
bonus on combat maneuver checks to
Caution! Spells Merge! This spell
initiate a grapple, maintain a grapple, and
combines the effects of the following
pin a foe. Any enemy you grapple takes a –
spells: lesser restoration and restoration.
3 penalty on attempts to break the grapple
and to escape the grapple using Escape
Artist. RESTORE EIDOLON
School conjuration (healing); Classes summoner
CASTING
RESTORATION
Casting Time 3 rounds
School conjuration (healing); Classes alchemist, Components V, S
cleric/oracle, druid, inquisitor EFFECT
CASTING
Range touch
Casting Time 3 rounds Target eidolon touched
Components V, S, M (diamond dust worth 100 gp) Duration instantaneous
EFFECT Saving Throw Will negates (harmless); Spell Resistance
Range touch yes (harmless)
Target creature touched DESCRIPTION
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance
This spell functions as restoration, except it only
yes (harmless) affects an eidolon.
DESCRIPTION
Caution! Spells Merge! This spell
Restoration cures all temporary ability damage, combines the effects of the following
and it restores all points permanently drained from spells: lesser restore eidolon and restore
a single ability score (your choice if more than one eidolon.
is drained). It also eliminates any fatigue or
exhaustion suffered by the target.
RETRIBUTION
Diminished Effects The spell does not School necromancy [evil; pain]; Classes inquisitor
require a material component. It dispels CASTING
any magical effects reducing one of the Casting Time 1 standard action
subject's ability scores or cures 1d4 points Components V
of temporary ability damage to one of the EFFECT
subject's ability scores. It also eliminates Range close (25 ft. + 5 ft./2 levels)
Target one creature who has just struck you with an
any fatigue suffered by the character, and
attack
improves an exhausted condition to Duration 1 round/level
fatigued. It does not restore permanent Saving Throw Fortitude partial; Spell Resistance yes
ability drain. DESCRIPTION
Heightened Effects The spell also dispels Retribution blasts those who have the temerity to
temporary negative levels or one assault your person. You may target anyone who
permanent negative level. If this spell is has just struck you with an attack within the
used to dispel a permanent negative level, previous round, whether with a melee, ranged, or
it has a material component of diamond natural weapon, or a spell that requires an attack
dust worth 1,000 gp. This spell cannot be roll. The target is wracked with shooting pains that
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects The target does not Range touch; see text
Target creature touched
receive a Fortitude save, but you must still Duration 10 minutes/level (D)
overcome its spell resistance. Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
DESCRIPTION
REVIVING FINALE
To use this spell, you first touch the intended
School conjuration (healing); Classes bard
recipient, creating a sympathetic field of healing
CASTING
energies between you. Once the spell has been
Casting Time 1 swift action
Components V, S cast, you and the target may cast conjuration
EFFECT (healing) spells with a range of touch upon each
Range 20 ft. other so long as you are within close range (25 ft. +
Area a 20-ft.-radius burst centered on you 5 ft./2 levels). Should either you or the target
Duration instantaneous
remove your bracelet, the spell immediately ends.
Saving Throw Will half (harmless); Spell Resistance yes
(harmless) Diminished Effects The spell’s duration is
DESCRIPTION
reduced to 1 minute/level.
You must have a bardic performance in effect to
Heightened Effects You and the target
cast this spell. With a flourish, you immediately end
may cast conjuration (healing) spells with
your bardic performance, and allies within the area
a range of touch upon each other so long
of the spell regain 2d6 hit points. This spell has no
as you are within medium range (100 ft. +
effect on undead creatures.
10 ft./level).
Diminished Effects Allies within the area
of the spell only regain 1d6 hit points.
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Range touch
Target touched creature or object
You emit a shrill, piercing shriek, startling those
Duration 10 minutes/level or instantaneous (see text) around you into dropping their guard. Enemies in
Saving Throw none; Spell Resistance yes the area must make a successful saving throw or
DESCRIPTION
immediately provoke attacks of opportunity from
You temporarily age the target, immediately foes that threaten them. You and your allies are
advancing it to the next age category. The target unaffected by your own screech.
immediately takes the age penalties to Strength, Diminished Effects The spell’s range and
Dexterity, and Constitution for its new age area are reduced to a 15-foot-radius
category, but does not gain the bonuses for that spread centered on you.
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Compendium Arcanum Volume 4: 3rd Level Spells
Heightened Effects In addition to As with all divination (scrying) spells, the sensor has
provoking attacks of opportunity, enemies your full visual acuity, including any magical
who fail their saving throws are also effects. In addition, the following spells have a 5%
stunned for 1 round. chance per caster level of operating through the
sensor: detect chaos, detect evil, detect good, detect
law, detect magic, and message.
SCRYING
School divination (scrying); Classes bard If the save succeeds, you can't attempt to scry on
CASTING that subject again for at least 24 hours.
Casting Time 1 hour Diminished Effects If the save fails, you
Components V, S, M/DF (a pool of water), F (a silver
mirror worth 1,000 gp) can see or hear (your choice) the subject
EFFECT and its surroundings (approximately 10
Range see text feet in all directions of the subject). The
Effect magical sensor following spells have a 5% chance per two
Duration 1 min./level caster levels of operating through the
Saving Throw Will negates; Spell Resistance yes
sensor: detect chaos, detect evil, detect
DESCRIPTION
good, detect law, detect magic, and
You can observe a creature at any distance. If the message.
subject succeeds on a Will save, the spell fails. The
difficulty of the save depends on how well your Heightened Effects All of the following
knowledge of the subject and what sort of physical spells function reliably through the sensor:
connection (if any) you have to that creature. detect chaos, detect evil, detect good,
Furthermore, if the subject is on another plane, it detect law, detect magic, and message.
gets a +5 bonus on its Will save.
Knowledge Will Save SCULPT SOUND
Modifier School transmutation; Classes bard
None* +10
CASTING
Secondhand (you have heard of +5 Casting Time 1 standard action
the subject) Components V, S
Firsthand (you have met the +0 EFFECT
subject)
Range close (25 ft. + 5 ft./2 levels)
Familiar (you know the subject –5
Targets one creature or object/level, no two of which
well)
can be more than 30 ft. apart
Connection Will Save
Duration 1 hour/level (D)
Modifier
Saving Throw Will negates (object); Spell Resistance
Likeness or picture –2
yes (object)
Possession or garment –4 DESCRIPTION
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Compendium Arcanum Volume 4: 3rd Level Spells
Range touch
Focusing divine power like a ray of the sun, you Target page touched, up to 3 sq. ft. in size
project a blast of light from your open palm. You Duration permanent
must succeed on a ranged touch attack to strike Saving Throw none; Spell Resistance no
your target. A creature struck by this ray of light DESCRIPTION
takes 1d8 points of damage per two caster levels Secret page alters the contents of a page so that it
(maximum 5d8). An undead creature takes 1d6 appears to be something entirely different. The
points of damage per caster level (maximum 10d6), text of a spell can be changed to show another spell
and an undead creature particularly vulnerable to of equal or lower level known by the caster. This
bright light takes 1d8 points of damage per caster spell cannot be used to change a spell contained on
level (maximum 10d8). A construct or inanimate a scroll, but it can be used to hide a scroll. Explosive
object takes only 1d6 points of damage per two runes or sepia snake sigil can be cast upon the secret
caster levels (maximum 5d6). page.
Diminished Effects A creature struck by A comprehend languages spell alone cannot reveal a
this ray of light takes 1d6 points of secret page's contents. You are able to reveal the
damage per two caster levels (maximum original contents by speaking a special word. You
5d6). An undead creature takes 1d4 points can then peruse the actual page and return it to its
of damage per caster level (maximum secret page form at will. You can also remove the
10d4), and an undead creature particularly spell by double repetition of the special word. A
vulnerable to bright light takes 1d6 points detect magic spell reveals dim magic on the page in
of damage per caster level (maximum question but does not reveal its true contents. True
10d6). A construct or inanimate object seeing reveals the presence of the hidden material
takes only 1d4 points of damage per two but does not reveal the contents unless cast in
caster levels (maximum 5d4). combination with comprehend languages. A secret
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Compendium Arcanum Volume 4: 3rd Level Spells
page spell can be dispelled, and the hidden writings SEEK THOUGHTS [ERRATA]
can be destroyed by means of an erase spell.
Spells Merge! Seek thoughts has been
Diminished Effects The spell’s duration incorporated into detect thoughts.
becomes 1 day per caster level.
You can see any objects or beings that are invisible You cause a small symbol to appear in the text of a
within your range of vision, as well as any that are written work. The text containing the symbol must
ethereal, as if they were normally visible. Such be at least 25 words long. When anyone reads the
creatures are visible to you as translucent shapes, text containing the symbol, the sepia snake sigil
allowing you easily to discern the difference springs into being, transforming into a large sepia
between visible, invisible, and ethereal creatures. serpent that strikes at the reader, provided there is
line of effect between the symbol and the reader.
The spell does not reveal the method used to
obtain invisibility. It does not reveal illusions or Simply seeing the enspelled text is not sufficient to
enable you to see through opaque objects. It does trigger the spell; the subject must deliberately read
not reveal creatures who are simply hiding, it. The target is entitled to a save to evade the
concealed, or otherwise hard to see. snake's strike. If it succeeds, the sepia snake
dissipates in a flash of brown light accompanied by
See invisibility can be made permanent with a
a puff of dun-colored smoke and a loud noise. If the
permanency spell.
target fails its save, it is engulfed in a shimmering
Diminished Effects The spell’s duration is amber field of force and immobilized until released,
reduced to 1 minute/level. either at your command or when 1d4 days + 1 day
per caster level have elapsed.
Heightened Effects The spell’s range
increases to touch and its target becomes While trapped in the amber field of force, the
1 creature. subject does not age, breathe, grow hungry, sleep,
or regain spells. It is preserved in a state of
suspended animation, unaware of its surroundings.
It can be damaged by outside forces (and perhaps
even killed), since the field provides no protection
against physical injury. However, a dying subject
does not lose hit points or become stable until the
spell ends.
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The hidden sigil cannot be detected by normal scent), but use your own Perception skill. You don't
observation, and detect magic reveals only that the need line of sight or line of effect to your familiar,
entire text is magical. but you must have an active empathic link. You
may change the sense you are sharing as a
A dispel magic can remove the sigil. An erase spell
standard action. Unlike other scrying spells, share
destroys the entire page of text.
senses does not allow magically or supernaturally
Sepia snake sigil can be cast in combination with enhanced senses to work through it, and you are
other spells that hide or garble text, such as secret unable to see in magical or natural darkness unless
page. your familiar possesses the ability to see in such
Diminished Effects The spell’s duration conditions.
becomes 1 day per caster level, after which The sensory link with your familiar can be detected
it fades away without further effect. If the as though it were a scrying sensor.
target fails its save, it is immobilized until
Diminished Effects The spell’s range
released, either at your command or when
becomes medium (100 ft. + 10 ft./level),
1d4 hours + 1 day per caster level have
and its duration becomes 1 round per
elapsed.
caster level.
Heightened Effects You can set the sepia
Heightened Effects You may use two of
snake sigil to be activated by specific
your familiar’s senses (hearing, sight, or
creatures that you select. Such creatures
smell) at one time. You may change one
can be general by subtype (“any dwarf”) or
sense you are sharing as a standard action.
specific (“that smelly, good-for-nothin’
dwarf, Bob”).
SHIFTING SAND
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stability racial trait (like dwarves) may apply it as a Even a burning fire and its fuel can be shrunk by
bonus on their saving throws. this spell. Restoring the shrunken object to its
normal size and composition ends the spell.
As a move action, you may move the area of
shifting sand up to 10 feet in any direction. Shrink item can be made permanent with a
Creatures that are entangled or prone in the spell's permanency spell, in which case the affected object
area are carried along with the shifting sand in the can be shrunk and expanded an indefinite number
same direction if possible. This movement does not of times, but only by the original caster.
provoke attacks of opportunity. Unattended
Diminished Effects The spell’s duration
Medium or smaller objects may also be carried
becomes 1 hour per caster level.
along or shallowly buried by the shifting sand.
Heightened Effects The spell’s target
Diminished Effects The spell’s range
becomes one touched object of up to 4
becomes close (25 ft. + 5 ft./2 levels), and
cubic feet per caster level.
its area becomes a 10-foot-radius spread.
In addition, the area of shifting sand is
stationary and cannot be moved. SLEET STORM
School conjuration (creation) [cold]; Classes druid,
Heightened Effects The spell’s area
magus, sorcerer/wizard, witch
becomes a 40-foot-radius spread, and
CASTING
Acrobatics checks in the area take a Casting Time 1 standard action
penalty equal to your caster level Components V, S, M/DF (dust and water)
(maximum –15). EFFECT
Casting Time 1 standard action Driving sleet blocks all sight (even darkvision)
Components V, S within it and causes the ground in the area to be
EFFECT
icy. A creature can walk within or through the area
Range touch
of sleet at half normal speed with a DC 10
Target one touched object of up to 2 cu. ft./level
Duration 1 day/level; see text Acrobatics check. Failure means it can't move in
Saving Throw Will negates (object); Spell Resistance that round, while failure by 5 or more means it falls.
yes (object)
DESCRIPTION The sleet extinguishes torches and small fires.
You are able to shrink one nonmagical item (if it is Diminished Effects The spell’s range is
within the size limit) to 1/16 of its normal size in reduced to medium (100 ft. + 10 ft./level)
each dimension (to about 1/4,000 the original and its area is reduced to a cylinder with a
volume and mass). This change effectively reduces 20-foot radius, 10 feet high.
the object's size by four categories. Optionally, you Heightened Effects The sleet deals 2d6
can also change its now shrunken composition to a points of cold damage each round to any
cloth-like one. Objects changed by a shrink item creatures within the affected area. In
spell can be returned to normal composition and addition, affected creatures must make a
size merely by tossing them onto any solid surface successful Fortitude save each round or
or by a word of command from the original caster. become staggered for 1 round.
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Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more Target one creature
than 30 ft. apart Duration instantaneous or 10 minute/level (D)*
Duration 1 round/level Saving Throw Will negates; Spell Resistance yes
Saving Throw Will negates; Spell Resistance yes DESCRIPTION
DESCRIPTION
* The original source material lists two durations. No official
An affected creature moves and attacks at a correction is currently available, but it is likely that the second
entry (10 minutes/level) is correct.
drastically slowed rate. Creatures affected by this
spell are staggered and can take only a single move You cause your target to become overwhelmed by
action or standard action each turn, but not both its own importance, talents, and attractiveness.
(nor may it take full-round actions). Additionally, it The target cannot help but look at itself in every
takes a –1 penalty on attack rolls, AC, and Reflex reflective surface at every possible opportunity. In
saves. A slowed creature moves at half its normal social situations, the target always tries to
speed (round down to the next 5-foot increment), comment about how attractive it is or how ugly
which affects the creature's jumping distance as someone else is by comparison. The target remains
normal for decreased speed. constantly distracted, always looking for a
reflective surface to gaze upon (such as a mirror,
Multiple slow effects don't stack. Slow counters and
pool of water, a polished shield, and so on). The
dispels haste.
distraction gives the target a –2 penalty on all skill
Diminished Effects The spell’s target checks. In combat, the target worries about
becomes one creature. enemies damaging its appearance, and focuses on
Heightened Effects In addition to being defense rather than offense (casting defensive
staggered, affected creatures take a –2 spells rather than offensive spells, using the fight
penalty on attack rolls, AC, and Reflex defensively or total defense action, and so on).
saves. Diminished Effects The spell’s duration
becomes 1 minute per caster level.
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Compendium Arcanum Volume 4: 3rd Level Spells
from the snare breaks the loop and ends the spell. Casting Time 10 minutes
Components V, S, DF
Diminished Effects The spell’s casting EFFECT
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Compendium Arcanum Volume 4: 3rd Level Spells
about what it knew in life. It cannot answer any You can communicate with normal plants and plant
questions that pertain to events that occurred after creatures, and can ask questions of and receive
its death. answers from them. A normal plant's sense of its
If the corpse has been subject to speak with dead surroundings is limited, so it won't be able to give
within the past week, the new spell fails. You can (or recognize) detailed descriptions of creatures or
cast this spell on a corpse that has been deceased answer questions about events outside its
for any amount of time, but the body must be immediate vicinity. The spell doesn't make plant
mostly intact to be able to respond. A damaged creatures any more friendly or cooperative than
corpse may be able to give partial answers or normal. Furthermore, wary and cunning plant
partially correct answers, but it must at least have a creatures are likely to be terse and evasive, while
mouth in order to speak at all. This spell does not the more stupid ones may make inane comments.
affect a corpse that has been turned into an undead If a plant creature is friendly, it may do some favor
creature. or service for you.
Diminished Effects The spell’s duration Diminished Effects The spell’s duration is
becomes 1 round per caster level. reduced to 1 round/level.
Heightened Effects The spell functions Heightened Effects The spell’s range
normally as long as you have the dead becomes touch and its target becomes
creature’s intact head. In addition, you creature touched.
may use this spell to affect an undead
creature that has been destroyed.
SPIKE GROWTH
However, it can only answer questions up
School transmutation; Classes druid
to its natural death.
CASTING
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In areas of bare earth, roots and rootlets act in the SPIT VENOM
same way. Typically, spike growth can be cast in any
School transmutation [poison]; Classes druid, witch
outdoor setting except open water, ice, heavy CASTING
snow, sandy desert, or bare stone. Any creature Casting Time 1 standard action
moving on foot into or through the spell's area Components V
takes 1d4 points of piercing damage for each 5 feet EFFECT
of movement through the spiked area. Range close (25 ft. + 5 ft./2 levels)
Effect one stream of venom
Any creature that takes damage from this spell Duration instantaneous; see text
must also succeed on a Reflex save or suffer injuries Saving Throw Fortitude partial; Spell Resistance no
DESCRIPTION
to its feet and legs that slow its land speed by half.
This speed penalty lasts for 24 hours or until the You spit a stream of venom at a target using a
injured creature receives a cure spell (which also ranged touch attack. If the venom hits, it causes
restores lost hit points). Another character can blindness for 1 round. The target must also save or
remove the penalty by taking 10 minutes to dress be poisoned by black adder venom; the DC in
the injuries and succeeding on a Heal check against successive rounds of the poison is equal to the
the spell's save DC. spell's DC.
Magic traps are hard to detect. A rogue (only) can Diminished Effects The spell’s range
use the Perception skill to find a spike growth. The becomes 10 feet. The target must also
DC is 25 + spell level, or DC 28 for spike growth (or save or be poisoned by medium spider
DC 27 for spike growth cast by a ranger). Spike venom.
growth can't be disabled with the Disable Device
Heightened Effects The target must also
skill.
save or be poisoned by wyvern poison.
Diminished Effects The spell’s duration is
reduced to 10 minutes/level, and a
STONE SHAPE
creature moving on foot into or through
the spell's area only takes 1d2 points of School transmutation [earth]; Classes cleric/oracle,
druid; Domain artifice, earth
piercing damage for each 5 feet of
CASTING
movement through the spiked area.
Casting Time 1 standard action
Heightened Effects The spell can be cast Components V, S, M/DF (soft clay)
EFFECT
in areas of sand or unworked stone, and a
Range touch
creature moving on foot into or through
Target stone or stone object touched, up to 10 cu. ft. + 1
the spell's area takes 1d8 points of piercing cu. ft./level
damage for each 5 feet of movement Duration instantaneous
through the spiked area. Saving Throw none; Spell Resistance no
DESCRIPTION
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School transmutation; Classes ranger Range close (25 ft. + 5 ft./2 levels)
Target one living creature
CASTING
Duration 1 hour/level or until completed
Casting Time 1 standard action Saving Throw Will negates; Spell Resistance yes
Components V, S
DESCRIPTION
EFFECT
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School conjuration (healing); Classes cleric/oracle A creature that enters the area while the symbol spell is
CASTING active is subject to its effect, whether or not that creature
Casting Time 10 minutes was in the area when it was triggered. A creature need
Components V, S, M (mercury and phosphorous, plus save against the symbol only once as long as it remains
powdered diamond and opal worth a total of 500 gp) within the area, though if it leaves the area and returns
EFFECT while the symbol is still active, it must save again.
Range 0 ft.; see text
Until it is triggered, the symbol spell is inactive (though
Effect one symbol
Duration see text visible and legible at a distance of 60 feet). To be effective,
Saving Throw Fortitude negates; Spell Resistance yes a symbol spell must always be placed in plain sight and in
DESCRIPTION a prominent location. Covering or hiding the rune renders
the symbol spell ineffective, unless a creature removes the
This spell allows you to scribe a potent rune of covering, in which case the symbol spell works normally.
power upon a surface. When triggered, all creatures
As a default, a symbol spell is triggered whenever a
within 60 feet of the symbol of healing instead are
creature does one or more of the following, as you select:
bathed in positive energy and heal 2d8 points + 1 looks at the rune; reads the rune; touches the rune; passes
point of damage per caster level (maximum +15). over the rune; or passes through a portal bearing the rune.
Undead and other creatures harmed by positive Regardless of the trigger method or methods chosen, a
energy instead take 2d8 points of damage + 1 point creature more than 60 feet from a symbol of death can't
per caster level (maximum +15); a Will save reduces trigger it (even if it meets one or more of the triggering
this damage by half. A creature can only be healed conditions, such as reading the rune). Once the spell is
or harmed by the symbol once in any 24-hour cast, a symbol spell's triggering conditions cannot be
changed.
period. Once triggered, the symbol remains active
for 10 minutes per caster level. In this case, “reading” the rune means any attempt to
study it, identify it, or fathom its meaning. Throwing a
Note: Magic traps such as symbol of healing are cover over a symbol spell to render it inoperative triggers
hard to detect and disable. While any character can it if the symbol reacts to touch. You can't use a symbol
use Perception to find a symbol, only a character spell offensively; for instance, a touch-triggered symbol
with the trapfinding class feature can use Disable spell remains untriggered if an item bearing the symbol
Device to disarm it. The DC in each case is 25 + spell spell is used to touch a creature. Likewise, a symbol spell
level, or 29 for symbol of healing. cannot be placed on a weapon and set to activate when the
weapon strikes a foe.
Symbol of healing can be made permanent with a
You can also set special triggering limitations of your
permanency spell by a caster of 12th level or higher
own. These can be as simple or elaborate as you desire.
for the cost of 10,000 gp. Special conditions for triggering a symbol spell can be
Diminished Effects Once triggered, the based on a creature's name, identity, or alignment, but
otherwise must be based on observable actions or qualities.
symbol only remains active for 1 minute
Intangibles such as level, class, HD, and hit points don't
per caster level.
qualify.
Heightened Effects Once triggered, the When scribing a symbol spell, you can specify a password
symbol only remains active for 1 hour per or phrase that prevents a creature using it from triggering
caster level. the symbol's effect. Anyone using the password remains
immune to that particular rune's effects so long as the
creature remains within 60 feet of the rune. If the creature
leaves the radius and returns later, it must use the
password again.
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You also can attune any number of creatures to the Diminished Effects Each round, the target
symbol spell, but doing this can extend the casting time. must save or deal 1d6 points of damage +
Attuning one or two creatures takes negligible time, and its Strength modifier to itself using an item
attuning a small group (as many as 10 creatures) extends
held in its hand or with unarmed attacks. If
the casting time to 1 hour. Attuning a large group (as
many as 25 creatures) takes 24 hours. Attuning larger
the creature saves, there is no additional
groups takes an additional 24 hours per 25 creatures. Any effect.
creature attuned to a symbol spell cannot trigger it and is Heightened Effects Each round, the
immune to its effects, even if within its radius when it is
target must save or deal 1d10 points of
triggered. You are automatically considered attuned to
damage + its Strength modifier to itself
your own symbols spell, and thus always ignore the effects
and cannot inadvertently trigger them. using an item held in its hand or with
unarmed attacks. If the creature saves, it is
Read magic allows you to identify a symbol with a
staggered for 1d4 rounds and takes a –3
Spellcraft check (DC 10 + the symbol's spell level). Of
course, if the symbol is set to be triggered by reading it,
penalty to Armor Class.
this will trigger the symbol.
Range personal
Target you
T Duration 1 round/level
DESCRIPTION
You fill a target with such profound remorse that it Thorns created by this spell persist through any
begins to harm itself. Each round, the target must new physical shape or form you assume, such as via
save or deal 1d8 points of damage + its Strength wildshape or any polymorph effect.
modifier to itself using an item held in its hand or Diminished Effects Any creature striking
with unarmed attacks. If the creature saves, it is you with a melee weapon, an unarmed
staggered for 1 round and takes a –2 penalty to strike, or a natural weapon takes 1d4
Armor Class, after which the spell ends. points of piercing damage +1 point per
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through the hut without affecting it, although the Tongues can be made permanent with a
occupants cannot be seen from outside the hut permanency spell.
(they have total concealment).
Diminished Effects The subject can
Diminished Effects The spell’s range understand the language of any intelligent
becomes 10 feet, its effect becomes a 10- creature, but not speak it.
foot-radius sphere centered on your
Heightened Effects The spell’s target
location, and its duration becomes 1 hour
becomes creatures touched, and you
per caster level. As many as four other
divide the duration in 10-minute intervals
Medium creatures can fit into the field
among the creatures touched.
with you.
Caution! Spells Merge! This spell
Heightened Effects Creatures who spend
combines the effects of the following
at least eight uninterrupted hours of sleep
spells: communal tongues and tongues.
in the hut (including yourself) regain hit
points and ability damage as if they had
undergone a full day of bed rest (regaining TOUCH INJECTION
twice its character level in hit points and School transmutation; Classes sorcerer/wizard
restoring 2 points of ability damage for CASTING
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have the poison use class feature, you do Casting Time 1 standard action
Components V, S, DF
not suffer a chance of exposing yourself to
EFFECT
the poison. You are still exposed to the
Range personal
poison if you roll a natural 1 while Target you
attempting to inject it into an enemy. Duration 1 hour/level (D)
DESCRIPTION
TOXIC GIFT This spell allows you to assume the form of a Large
School necromancy [poison]; Classes sorcerer/wizard
living tree or shrub or a Large dead tree trunk with
CASTING
a small number of limbs. The exact type of tree, as
Casting Time 1 standard action well as its appearance, is completely under your
Components V, S control. Even the closest inspection cannot reveal
EFFECT that the tree in question is actually a magically
Range touch concealed creature. To all normal tests you are, in
Target living creature touched
fact, a tree or shrub, although a detect magic spell
Duration instantaneous; see text
Saving Throw Fortitude negates (see text); Spell reveals a faint transmutation on the tree. While in
Resistance yes tree form, you can observe all that transpires
DESCRIPTION around you just as if you were in your normal form,
You can cast this spell only if you are currently and your hit points and save bonuses remain
poisoned. You draw upon the poison in your body unaffected. You gain a +10 natural armor bonus to
and duplicate its effects in the target, which is AC but have an effective Dexterity score of 0 and a
affected by the same poison you are, except it uses speed of 0 feet. You are immune to critical hits
this spell's DC instead of the poison's normal DC. If while in tree form. All clothing and gear carried or
you are affected by more than one poison, you worn changes with you. You can dismiss tree shape
must choose one to afflict upon the target. as a free action (instead of as a standard action).
Diminished Effects The spell’s casting Diminished Effects The spell’s duration is
time is increased to 1 round. reduced to 1 minute/level.
Heightened Effects You may also make a Heightened Effects The spell’s range
caster level check (1d20 + caster level) becomes touch and its target becomes
against the DC of the poison you afflicted one living creature.
upon the target. Success means that the
poison is neutralized in your body and you
suffer no additional effects from the
poison.
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Unadulterated loathing counters reckless Medium undead: If the form you take is that of a
infatuation. Medium undead, you gain a +2 size bonus to your
Strength and a +2 natural armor bonus.
Diminished Effects The spell’s duration is
reduced to 1 hour/level. Diminished Effects The spell’s duration
becomes 1 round per caster level.
Heightened Effects The target suffers a –
2 penalty on its Will save to break the Heightened Effects You can assume the
spell's effect if traveling beyond 60 feet of form of a Tiny or Large corporeal creature
the object of its loathing would place the of the undead type. If the form you
target in obvious physical danger. assume has any of the following abilities,
you gain the listed ability: climb 60 feet, fly
60 feet (good maneuverability), swim 60
UNDEAD ANATOMY
feet, darkvision 60 feet, low-light vision,
School transmutation (polymorph); Classes alchemist,
blood drain, DR 5/bludgeoning, scent,
magus, sorcerer/wizard
freeze, grab, mimicry, pounce,
CASTING
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Range close (25 ft. + 5 ft./2 levels) Heightened Effects You heal a number of
Target one creature hit points equal to the damage you deal.
Duration 1 minute/level
Any healing gained in excess of your
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
maximum hit points is converted to
temporary hit points. In addition, the
You fill the target's heart with malice for all other target must make a Fortitude save or
creatures. The target's attitude toward all creatures advance one age category for 24 hours. A
other than itself worsens by two steps. creature under the affected by the age
Diminished Effects The spell’s duration resistance spell ignores the aging effect.
becomes 1 round per caster level.
Range 0 ft.
V Target one arrow or bolt
Duration instantaneous
Saving Throw Fortitude negates; see text; Spell
Resistance yes
VAMPIRIC TOUCH DESCRIPTION
School necromancy; Classes antipaladin, magus, You infuse a single arrow or crossbow bolt with
sorcerer/wizard, witch; Domains blood, daemon
natural venom as you fire it. In addition to its
CASTING
normal damage, anyone struck by this arrow or bolt
Casting Time 1 standard action
is affected as if by the poison spell (1d3 Constitution
Components V, S
EFFECT
damage per round for 6 rounds). If the arrow is not
Range touch fired immediately, the spell ends with no effect.
Target living creature touched
Diminished Effects The poison deals 1d3
Duration instantaneous/1 hour; see text
Saving Throw none; Spell Resistance yes points of Strength or Dexterity damage
DESCRIPTION per round for 6 rounds. You must choose
the ability damage type when you cast the
You must succeed on a melee touch attack. Your
spell.
touch deals 1d6 points of damage per two caster
levels (maximum 10d6). You gain temporary hit Heightened Effects The poison deals one
points equal to the damage you deal. You can't gain of the following amounts of ability
more than the subject's current hit points + the damage per round for six rounds: 1d6
subject's Constitution score (which is enough to kill Strength damage, 1d6 Dexterity damage,
1d4 Constitution damage, 1d6 Intelligence
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Medium vermin: If you take the form of a Medium You transform the physical makeup of a weapon as
vermin, you gain a +2 size bonus to your Strength you desire. This spell functions like greater magic
and a +3 natural armor bonus. weapon, except that it subtly alters the physical
properties of a weapon, enabling it to bypass
Diminished Effects The spell’s duration
damage reduction of one the following types:
becomes 1 round per caster level.
bludgeoning, cold iron, piercing, silver, or slashing.
Heightened Effects You can assume the The affected weapon still inflicts damage of its
form of a Tiny or Large creature of the normal type and its hardness and hit points are
vermin type. If the form you assume has unchanged. This spell can be cast on a natural
any of the following abilities, you gain the weapon or unarmed strike.
listed ability: burrow 30 feet, climb 60 feet,
Diminished Effects The spell’s duration is
fly 60 feet (good maneuverability), swim
reduced to 1 round/level.
60 feet, darkvision 60 feet, low-light
vision, tremorsense 30 feet, scent, blood Heightened Effects The altered weapon
drain, constrict, grab, lunge, poison, pull, can instead bypass damage reduction of
trample, and web. You don't gain full
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selected by you, sends forth waves of heat, dealing This spell creates an anchored plane of ice or a
2d4 points of fire damage to creatures within 10 hemisphere of ice, depending on the version
feet and 1d4 points of fire damage to those past 10 selected. A wall of ice cannot form in an area
feet but within 20 feet. The wall deals this damage occupied by physical objects or creatures. Its
when it appears, and to all creatures in the area on surface must be smooth and unbroken when
your turn each round. In addition, the wall deals created. Any creature adjacent to the wall when it
2d6 points of fire damage + 1 point of fire damage is created may attempt a Reflex save to disrupt the
per caster level (maximum +20) to any creature wall as it is being formed. A successful save
passing through it. The wall deals double damage indicates that the spell automatically fails. Fire can
to undead creatures. melt a wall of ice, and it deals full damage to the
If you evoke the wall so that it appears where wall (instead of the normal half damage taken by
creatures are, each creature takes damage as if objects). Suddenly melting a wall of ice creates a
passing through the wall. If any 5-foot length of great cloud of steamy fog that lasts for 10 minutes.
wall takes 20 points or more of cold damage in 1 Ice Plane: A sheet of strong, hard ice appears.
round, that length goes away. (Do not divide cold The wall is 1 inch thick per caster level. It covers
damage by 2, as normal for objects.) up to a 10-foot-square area per caster level (so a
Wall of fire can be made permanent with a 10th-level wizard can create a wall of ice 100 feet
permanency spell. A permanent wall of fire that is long and 10 feet high, a wall 50 feet long and 20
extinguished by cold damage becomes inactive for feet high, or any other combination of length and
10 minutes, then reforms at normal strength. height that does not exceed 1,000 square feet).
The plane can be oriented in any fashion as long
Diminished Effects The spell’s effect as it is anchored. A vertical wall need only be
becomes a sheet of flame up to 10 feet anchored on the floor, while a horizontal or
long per caster level or a ring of fire with a slanting wall must be anchored on two opposite
radius of up to 5 feet per four caster levels; sides.
either form is 10 feet high.
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Each 10-foot square of wall has 3 hit points per inch have a specific faith or religion, the spell provides
of thickness. Creatures can hit the wall benefits only to yourself. Enemies gain the benefits
automatically. A section of wall whose hit points of this spell if they worship the same god or share
drop to 0 is breached. If a creature tries to break the same faith as you, even if you view them as
through the wall with a single attack, the DC for the heretical.
Strength check is 15 + caster level.
Diminished Effects The +2 deflection
Even when the ice has been broken through, a bonus to AC and +2 resistance bonus on all
sheet of frigid air remains. Any creature stepping saves does not increase with your caster
through it (including the one who broke through level.
the wall) takes 1d6 points of cold damage + 1 point
Heightened Effects You can deny the
per caster level (no save).
benefits of this spell to enemies whom
Hemisphere: The wall takes the form of a worship the same deity as you but whom
hemisphere whose maximum radius is 3 feet + 1 you view as heretical.
foot per caster level. The hemisphere is as hard to
break through as the ice plane form, but it does
WATER BREATHING
not deal damage to those who go through a
School transmutation; Classes alchemist, cleric/oracle,
breach.
druid, magus, sorcerer/wizard, summoner; Domains
Diminished Effects Only the ice plane water
CASTING
option is available, and the wall is only 1
Casting Time 1 standard action
inch thick per two caster levels.
Components V, S, M/DF (short reed or piece of straw)
Heightened Effects The ice inflicts 1d6 EFFECT
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The transmuted creatures can tread on any liquid An invisible vertical curtain of wind appears. It is 2
as if it were firm ground. Mud, oil, snow, quicksand, feet thick and of considerable strength. It is a
running water, ice, and even lava can be traversed roaring blast sufficient to blow away any bird
easily, since the subjects' feet hover an inch or two smaller than an eagle, or tear papers and similar
above the surface. Creatures crossing molten lava materials from unsuspecting hands. (A Reflex save
still take damage from the heat because they are allows a creature to maintain its grasp on an
near it. The subjects can walk, run, charge, or object.) Tiny and Small flying creatures cannot pass
otherwise move across the surface as if it were through the barrier. Loose materials and cloth
normal ground. garments fly upward when caught in a wind wall.
Arrows and bolts are deflected upward and miss,
If the spell is cast underwater (or while the subjects
while any other normal ranged weapon passing
are partially or wholly submerged in whatever
through the wall has a 30% miss chance. (A giant-
liquid they are in), the subjects are borne toward
thrown boulder, a siege engine projectile, and
the surface at 60 feet per round until they can stand
other massive ranged weapons are not affected.)
on it.
Gases, most gaseous breath weapons, and
Diminished Effects The spell’s range creatures in gaseous form cannot pass through the
becomes personal and its target becomes wall (although it is no barrier to incorporeal
you. creatures).
Heightened Effects The spell’s target While the wall must be vertical, you can shape it in
becomes creatures touched, and you any continuous path along the ground that you like.
divide the duration in 10-minute intervals It is possible to create cylindrical or square wind
among the creatures touched. walls to enclose specific points.
Caution! Spells Merge! This spell Diminished Effects The spell’s range is
combines the effects of the following reduced to close (25 ft. + 5 ft./2 levels).
spells: water walk and communal water
Heightened Effects Creatures passing
walk.
through the wall must make a Fortitude
save or be blinded for 1d6 rounds because
of the debris being kicked up by the wind.
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Range long (400 ft. + 40 ft./level) Range touch or 5 ft.; see text
Target one living creature Target creature touched or all creatures within 5 ft.; see
Duration 1 minute/level (D) text
Saving Throw Will negates (harmless); Spell Resistance Duration 1 minute/level
yes (harmless) Saving Throw Will negates (harmless); Spell Resistance
DESCRIPTION yes (harmless)
DESCRIPTION
You link your senses to the target, allowing you to
see and hear through its eyes and ears. As a move A shimmering mantle of light shrouds the subject,
action you can shift your senses from yourself to casting light like a torch. The subject of the spell
the target or back again. When using the target's gains a +1 resistance bonus on all saving throws per
senses, you are blind and deaf. When perceiving four caster levels (maximum +5 at 20th level). The
through the target, you use its normal and special subject can end the wrathful mantle at any time as
senses (such as darkvision), not your own. a swift action to deal 2d8 points of force damage to
all creatures within 5 feet.
Diminished Effects The spell’s range
becomes medium (100 ft. + 10 ft./level), Diminished Effects The spell’s range
and its duration becomes 1 round per becomes personal and its target becomes
caster level. you.
Heightened Effects When using the Heightened Effects The subject can end
target's senses, you gain tremorsense out the wrathful mantle at any time as a swift
to 15 feet, but you can only locate a action to deal 2d8 points of force damage
creature within that range if both you and to all creatures within 10 feet.
the creature to be pinpointed are in
contact with the ground. Such creatures
still have total concealment from you, and
you are still denied your Dexterity bonus
to Armor Class against attacks from
creatures you cannot see.
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