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Compendium Arcanum Vol. 4

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100% found this document useful (2 votes)
200 views

Compendium Arcanum Vol. 4

Uploaded by

HRK
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Compendium Arcanum Volume 4: 3rd Level Spells

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Compendium Arcanum Volume 4: 3rd Level Spells

Compendium DIMINISHED EFFECTS


This section describes changes to the spell if it
Arcanum Volume 4: is cast using a slot one Level lower than
normal. You must be able to cast a spell at its

3rd-Level Spells regular Level before you can use the


diminished effects. If you use a diminished
effect, treat the spell as one level lower than
by Tim Wallace
listed for purposes of spell slot used, saving
throw DCs, magic item pricing, and so on.
ABOUT THE AUTHOR
Tim is an aspiring roleplaying game designer. His HEIGHTENED EFFECTS
design credits include a large
This section describes changes to the spell if it
portion of the Pathfinder
is cast using a slot one level higher than
conversion of Heroes of the
normal. If you use a heightened effect, treat
Jade Oath by Rite Publishing,
the spell as one Level higher than listed, for
the Martial Arts Guidebook, and bits of design work
purposes of spell slot used, saving throw DCs,
on the Candlekeep Forums. He also has a series of
magic item pricing, and so on, regardless of
character sheets he has designed over the years.
what level slot you use. Spells that are 9th Level
You can read more from Tim on Google+, on (or 6th-level alchemist-only spells or 4th-level
Twitter, or on his blog. paladin- or ranger-only spells) have no
heightened effects.
ABOUT THIS BOOK
A multi-variable spell is a spell which, once learned, SPECIAL NOTES
you can cast as a spell one level higher or lower 1. The spells listed are all 3rd level for the
than the original spell. This mechanic was first classes indicated. It was decided that since
introduced in Monte Cook’s Arcana Evolved. this book is JUST 3rd level spells including
Multi-variable spells give spellcasters great the number “3” with each spell description
flexibility and so Tim decided to begin by adding was redundant and unnecessary.
the Heightened and Diminished qualities to
Pathfinder spells. 2. If a spell does not have a heightened or
diminished option that line is omitted.
So, in addition to the normal Pathfinder spell
details, you will see one or two new bits of text, 3. Some spells are combinations of multiple
specifically, either a “Diminished Effects” line, a existing spells into one new spell. These
“Heightened Effects” line, or both. are indicated with a “merge” ( ) icon and
include the necessary details.
This is the 2nd book intended to include all spells
from the Pathfinder Roleplaying Game Core
Rulebook, Advanced Player’s Guide, Ultimate
Combat, and Ultimate Magic, now with heightened
and diminished effects.

1
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.

DAYLIGHT INVISIBILITY. GREATER


Heightened Effects: You may dismiss the spell to Diminished Effects: The spell’s range becomes
deal 1d8 points of damage per two caster levels personal, its target becomes self, and it needs a
(maximum 5d8) to all undead creatures within a 10- material component of diamond dust worth 50 gp.
foot-radius burst of the spell’s target object. An
undead creature particularly vulnerable to bright
light takes 1d6 points of damage per caster level INVISIBILITY PURGE
(maximum 10d6). Heightened Effects: You instead create a burst
effect with a radius of 5 feet per caster level
centered on you that outlines all creatures and
DISPEL MAGIC
objects in a pale glow. You must overcome any
Diminished Effects: The spell range becomes close spell resistance a potential subject may have to
(25 ft. + 5 ft./2 levels), and you may only use the affect it. Outlined subjects shed light as candles.
targeted dispel option. In addition, you take a –4 Creatures outlined by the glow take a –20 penalty
penalty on your dispel check. on all Stealth checks. Outlined creatures do not
benefit from the concealment normally provided by
FIREBALL darkness (though a 5th-level or higher magical
darkness effect functions normally), blur,
Diminished Effects: The spell’s range becomes displacement, invisibility, or similar effects. The
medium (100 ft. + 10 ft./level), it area becomes a 10- glow is too dim to have any special effect on
foot-radius spread, and it only deals 1d6 points of undead or dark-dwelling creatures vulnerable to
fire damage per two caster levels (maximum 5d6) light. The glow can be blue, green, or violet,
to every creature within the affected area. according to your choice at the time of casting. The
Heightened Effects: Creatures who take damage glow does not cause any harm to the objects or
from the spell must make a second Reflex save or creatures thus outlined. The spell gains the light
be dazed for 1 round. descriptor.

FORCE PUNCH LIGHTNING BOLT

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.

2
Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects: Creatures who take damage


from the spell must make a Fortitude save or
become staggered for 1d4 rounds.

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

Notes Seek thoughts has been incorporated into


detect thoughts.

3
Compendium Arcanum Volume 4: 3rd Level Spells

ABSORB TOXICITY
A School necromancy; Classes alchemist, sorcerer/wizard
5
CASTING

ABLATIVE BARRIER Casting Time 1 standard action


Components V, S, M (a thorn from a poisonous plant)
School conjuration (creation) [force]; Classes EFFECT
sorcerer/wizard
Range personal
CASTING
Target you
Casting Time 1 standard action Duration 10 minutes/level or until discharged
Components V, S, M (a piece of metal cut from a shield) Saving Throw see text; Spell Resistance no
EFFECT DESCRIPTION
Range touch
Target creature touched You absorb the toxicity of your surroundings,
Duration 1 hour/level or until discharged becoming toxic as a result. While under the effect
Saving Throw Will negates (harmless); Spell Resistance of this spell, you are immune to diseases and
no
poisons with which you come into contact. When
DESCRIPTION
you are exposed to a disease or poison, you can
Invisible layers of solid force surround and protect choose to absorb it. Doing so ends the immunity
the target, granting that target a +2 armor bonus to due to this spell to any disease and poison other
AC. Additionally, the first 5 points of lethal damage than the one you absorbed. You remain immune to
the target takes from each attack are converted the new affliction until this spell ends. Casting
into nonlethal damage. Against attacks that absorb toxicity on yourself a second time does not
already deal nonlethal damage, the target gains DR allow you to absorb a second toxin, but instead
5/—. Once this spell has converted 5 points of resets the duration of the effect to its full 10
damage to nonlethal damage per caster level minutes/level.
(maximum 50 points), the spell is discharged.
While you have a disease or poison absorbed, you
Diminished Effects The range is reduced can use a melee touch attack to transfer that
to personal. affliction to another creature. A missed attack does
Heightened Effects The target is granted not discharge the spell, and you can try to transfer
a +4 armor bonus to AC, instead of +2. the affliction again in subsequent rounds. If you hit,
Additionally, the spell is not discharged this spell is discharged, and your target must make
until a maximum of 100 points of damage a saving throw against the transferred affliction
have been converted. (DC equal to this spell's save DC or the affliction's
save DC, whichever is higher) or suffer its effect or
initial effect immediately. The target then
continues to suffer from the affliction's normal
effects.

If the spell's duration expires before you have


transferred the affliction, you are exposed to any
absorbed poison or disease as if you had
transferred it to yourself, but you gain a +2 bonus
on saves against that particular instance of the
poison or disease.

4
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.

Heightened Effects The spell’s range


becomes touch and its target becomes AGONIZE
one living creature. School evocation [evil, pain]; Classes cleric/oracle,
summoner
CASTING
ABSORBING TOUCH
Casting Time 1 standard action
School transmutation; Classes alchemist Components V, S
CASTING EFFECT

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

Duration 1 day/level (D)


You afflict a creature you have conjured via planar
Saving Throw Fortitude negates (object); Spell
Resistance no ally (or a similar spell) with bolts of vicious energy.
DESCRIPTION These foul energies inflict terrible pain upon the
conjured creature, torturing it to make it more
You absorb the next object your hand touches into
pliant to your will. The targeted creature must
your body. If you are already holding an object, you
make a Fortitude save or take a –1 penalty for every
can attempt to absorb it; otherwise, you may touch
2 levels you possess (maximum –10) on all saves
an object as a standard action separate from
and checks made against you for the next hour. In
casting the spell. You can absorb any nonmagical,
addition, creatures that demand payment for their
nonliving object weighing no more than 1 pound
services reduce the payment by 20% for every 4
per caster level. A container and its contents count
levels you possess (maximum 60% reduction).
as a single object. Objects in the possession of
However, beings tortured by this spell quickly come
another creature receive a Fortitude saving throw
to resent you, making them more likely to try to
to prevent absorption. You may continue to
pervert your orders to malicious ends or try to seek
attempt to absorb objects until one is absorbed.
retribution after their release. This spell has no
An absorbed object melds with your hand and effect on creatures that are immune to nonlethal
cannot be targeted, but the object's weight still damage.
counts against your carrying capacity. If you
Diminished Effects The targeted creature
dismiss the spell, the item appears in the hand that
must make a Fortitude save or take a –1
absorbed it, or falls to the ground if that hand is
penalty for every 2 levels you possess
full. Multiple castings let you absorb additional
(maximum –5) on all saves and checks
items, but you can only store a single item per
made against you for the next hour. In
hand.
addition, creatures that demand payment
Diminished Effects The spell’s duration is for their services reduce the payment by
reduced to 1 hour/level. 10% for every 4 levels you possess
Heightened Effects The spell’s duration (maximum 30% reduction).
becomes permanent. If you dismiss the Heightened Effects In addition to the
spell, the effect ends and the item appears above effects, the conjured outsider or

5
Compendium Arcanum Volume 4: 3rd Level Spells

elemental is subjected to the effects of the ANIMATE DEAD


ill omen spell.
School necromancy [evil]; Classes antipaladin,
cleric/oracle; Domain death 3, souls 3
CASTING
AMPLIFY ELIXIR
Casting Time 1 standard action
School transmutation; Classes alchemist Components V, S, M (an onyx gem worth at least 25 gp
CASTING per Hit Die of the undead)
Casting Time 1 standard action EFFECT
Components S Range touch
EFFECT Targets one or more corpses touched
Range personal Duration instantaneous
Target you Saving Throw none; Spell Resistance no
Duration 1 round/level DESCRIPTION

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.

Zombies: A zombie can be created only from a


mostly intact corpse. The corpse must be that of
a creature with a physical anatomy.

6
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.

Caution! Spells Merge! This spell


combines the effects of the following AQUEOUS ORB
spells: animate dead and lesser animate School conjuration (creation) [water]; Classes druid,
dead. magus, sorcerer/wizard, summoner; Bloodlines aquatic
3
CASTING

ANTHROPOMORPHIC ANIMAL Casting Time 1 standard action


Components V, S, M (a drop of water and a glass bead)
School transmutation (polymorph); Classes druid,
EFFECT
sorcerer/wizard, witch
CASTING Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-diameter sphere
Casting Time 1 standard action
Duration 1 round/level
Components V, S, M (a humanoid thumb bone)
Saving Throw Reflex negates; Spell Resistance no
EFFECT
DESCRIPTION
Range touch
Target animal touched You create a rolling sphere of churning water that
Duration 1 hour/level can engulf those it strikes. The aqueous orb can
Saving Throw Fortitude negates; Spell Resistance yes
move up to 30 feet per round, rolling over barriers
DESCRIPTION
less than 10 feet tall. It automatically quenches any
You transform the touched animal into a bipedal nonmagical fires and functions as dispel magic
hybrid of its original form with a humanoid form, against magical fires as long as those fires are size
similar to how a lycanthrope's hybrid form is a mix Large or less.
of a humanoid and animal form. The animal's size,
Any creature in the path of the aqueous orb takes
type, and ability scores do not change. It loses its
2d6 points of nonlethal damage. A successful
natural attacks except for bite (if it had one as an
Reflex save negates this damage, but a Large or
animal), all types of movement other than its land
smaller creature that fails its save must make a
speed, and special attacks that rely on its natural
second save or be engulfed by the aqueous orb and
attacks. One pair of its limbs is able to manipulate
carried along with it. Engulfed creatures are
objects and weapons as well as human hands do;
immersed in water and must hold their breath
limbless animals like snakes temporarily grow a
unless capable of breathing water. They gain cover
pair of arms. The creature's Intelligence increases
against attacks from outside the aqueous orb but
to 3, and it gains the ability to speak one language
are considered entangled by its churning currents,
you know. It is not considered proficient in any
takes 2d6 points of nonlethal damage at the
manufactured weapons. It can attack with unarmed
beginning of their turn each round they remain
strikes, dealing unarmed strike damage for a
trapped. Creatures within the orb may attempt a

7
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

automatically quenches any nonmagical Casting Time 1 standard action


Components V, S
fires and functions as dispel magic against
EFFECT
magical fires as long as those fires are size
Range personal
Huge or less. The orb may hold one Huge
Target you
creature, 4 Large, or 16 Medium or smaller Duration 1 min./level (D)
creatures within it. DESCRIPTION

This spell makes your eyes glow blue and allows


ARCANE CONCORDANCE you to see magical auras within 120 feet of you. The
School evocation; Classes bard effect is similar to that of a detect magic spell, but
CASTING arcane sight does not require concentration and
Casting Time 1 standard action discerns aura location and power more quickly.
Components V, S, M (a spent wand)
You know the location and power of all magical
EFFECT
auras within your sight. An aura's power depends
Range personal
Target you on a spell's functioning level or an item's caster
Area 10-ft.-radius emanation centered on you level, as noted in the description of the detect magic
Duration 1 round/level spell. If the items or creatures bearing the auras are
Saving Throw none; Spell Resistance no
in line of sight, you can make Spellcraft skill checks
DESCRIPTION
to determine the school of magic involved in each.
A shimmering, blue and gold radiance surrounds (Make one check per aura; DC 15 + spell level, or 15
you, enhancing arcane spells cast by your allies + half caster level for a nonspell effect.)

8
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.

9
Compendium Arcanum Volume 4: 3rd Level Spells

ASPECT OF THE STAG


School transmutation (polymorph); Classes ranger B
CASTING

Casting Time 1 standard action


Components V, S, DF BADGER'S FEROCITY
EFFECT
School transmutation; Classes cleric/oracle, druid
Range personal CASTING
Target you
Casting Time 1 standard action
Duration 1 minute/level
Components V, S
DESCRIPTION
EFFECT

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

opportunity, your base speed increases by 20 ft.,


This functions like keen edge, except it affects
you can move through any undergrowth (including
multiple weapons and requires your concentration.
magically manipulated undergrowth) at your
You select the weapons to be affected, and can
normal speed, and can even make a 5-foot step
only affect one weapon per creature. If a creature's
within such terrain. Furthermore, when you are hit
weapon exceeds the spell's range, the spell ends for
with an attack of opportunity, you can make a
that weapon.
single attack with your antlers against the
opponent that hit you as an immediate action. This Diminished Effects The spell can only
attack uses your highest base attack bonus plus target one weapon or 50 projectiles, all of
your Strength or Dexterity bonus (your choice) and which must be together at the time of
deals 1d8 points of piercing damage (if you are casting.
Medium; 1d6 points of damage if Small) plus your Heightened Effects The spell’s duration
Strength modifier on a successful hit. The antlers increases to 10 min./level, but it can only
have a critical multiplier of 19–20/×2. target one weapon or 50 projectiles, all of
Diminished Effects You only gain a +1 which must be together at the time of
dodge bonus to AC against attacks of casting.
opportunity, and your base speed only
increases by 10 feet. In addition, you
antlers only deal 1d6 points of piercing
damage (if you are Medium; 1d4 points of
damage if Small).

Heightened Effects You gain a +4 dodge


bonus to AC against attacks of
opportunity, and you may use your antlers
as a secondary natural attack.

10
Compendium Arcanum Volume 4: 3rd Level Spells

BANISH SEEMING BEAST SHAPE


School abjuration; Classes inquisitor School transmutation (polymorph); Classes
CASTING sorcerer/wizard
CASTING
Casting Time 1 standard action
Components V, S, M (a cold iron nail) Casting Time 1 standard action
EFFECT Components V, S, M (a piece of the creature whose form
you plan to assume)
Range touch
EFFECT
Target one creature or object
Duration instantaneous and 1 round/level; see text Range personal
Saving Throw none; Spell Resistance no Target you
DESCRIPTION Duration 1 min./level (D)
DESCRIPTION
With a melee touch attack you can dispel an illusion
or return a creature to its natural form. This When you cast this spell, you can assume the form
functions as dispel magic directed at the effect in of any Small or Medium creature of the animal
question, except you receive a +2 enhancement type. If the form you assume has any of the
bonus on your dispel check and you can only dispel following abilities, you gain the listed ability: climb
illusions or changes in form created by supernatural 30 feet, fly 30 feet (average maneuverability), swim
effects or spells. If multiple effects are changing the 30 feet, darkvision 60 feet, low-light vision, and
creature's appearance, you can dispel one such scent.
effect for every four caster levels you possess, Diminished Effects The spell’s duration is
starting with the highest caster level spells and reduced to 1 round/level, and you can only
proceeding to spells with lower caster levels. The assume the form of a Small creature of the
caster level for supernatural abilities such as animal type.
change shape is equal to the target creature's Hit
Heightened Effects You can assume the
Dice. A creature returned to its natural form by
form of a Tiny or Large creature of the
banish seeming is prevented from changing its form
animal type. If the form you assume has
again for a number of rounds equal to your caster
any of the following abilities, you gain the
level.
listed ability: climb 60 feet, fly 60 feet
Banish seeming has no effect on nonmagical means (good maneuverability), swim 60 feet,
of changing appearance, such as that provided by a darkvision 60 feet, low-light vision, scent,
disguise or extraordinary ability. grab, pounce, and trip.
Diminished Effects You can only dispel Tiny animal: If the form you take is that of a Tiny
one effect changing the creature's animal, you gain a +4 size bonus to your
appearance, and you do not receive a +2 Dexterity, a –2 penalty to your Strength, and a +1
enhancement bonus on your dispel check. natural armor bonus.
Heightened Effects You may choose Large animal: If the form you take is that of a
which spell affecting the target which you Large animal, you gain a +4 size bonus to your
would like to dispel. You must be aware of Strength, a –2 penalty to your Dexterity, and a +4
what spells are affecting the target (via natural armor bonus.
detect magic, arcane sight, or a similar
Caution! Spells Merge! This spell
effect) to choose this option.
combines the effects of the following
spells: beast shape I and beast shape II.

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Compendium Arcanum Volume 4: 3rd Level Spells

BLACK TENTACLES entire area of effect is considered difficult terrain


while the tentacles last.
School conjuration (creation); Classes summoner
CASTING Diminished Effects The spell’s range is
Casting Time 1 standard action reduced to close (25 ft. + 5 ft./2 levels).
Components V, S, M (octopus or squid tentacle)
When determining the tentacles' CMB, the
EFFECT
tentacles use your caster level as their
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
base attack bonus and receive only a +2
Duration 1 round/level (D) bonus due to their Strength and a +1 size
Saving Throw: none; Spell Resistance: no bonus. If the tentacles succeed in
DESCRIPTION
grappling a foe, that foe only takes 1d6+2
This spell causes a field of rubbery black tentacles points of damage and gains the grappled
to appear, burrowing up from the floor and condition.
reaching for any creature in the area. Heightened Effects When determining
Every creature within the area of the spell is the the tentacles' CMB, the tentacles use your
target of a combat maneuver check made to caster level as their base attack bonus and
grapple each round at the beginning of your turn, receive a +6 bonus due to their Strength
including the round that black tentacles is cast. and a +1 size bonus. If the tentacles
Creatures that enter the area of effect are also succeed in grappling a foe, that foe takes
automatically attacked. The tentacles do not 1d6+6 points of damage and gains the
provoke attacks of opportunity. When determining grappled and prone conditions.
the tentacles' CMB, the tentacles use your caster
level as their base attack bonus and receive a +4
BLADE OF BRIGHT VICTORY
bonus due to their Strength and a +1 size bonus.
School transmutation [good]; Classes paladin
Roll only once for the entire spell effect each round
CASTING
and apply the result to all creatures in the area of
Casting Time 1 standard action
effect. Component V, S
EFFECT
If the tentacles succeed in grappling a foe, that foe
Range touch
takes 1d6+4 points of damage and gains the
Target your paladin bonded weapon
grappled condition. Grappled opponents cannot Duration 1 minute/level
move without first breaking the grapple. All other Saving Throw Will negates (harmless); Spell Resistance
movement is prohibited unless the creature breaks no
DESCRIPTION
the grapple first. The black tentacles spell receives a
+5 bonus on grapple checks made against You strengthen the bond between your divine bond
opponents it is already grappling, but cannot move weapon and its celestial spirit. The weapon gains
foes or pin foes. Each round that black tentacles the ghost touch property. You may change your
succeeds on a grapple check, it deals an additional weapon's damage type (bludgeoning, piercing,
1d6+4 points of damage. The CMD of black slashing) as a swift action. You gain a sacred bonus
tentacles, for the purposes of escaping the grapple, to your CMD against disarm and sunder attacks
is equal to 10 + its CMB. directed at your bonded weapon; this bonus is
equal to half your caster level.
The tentacles created by this spell cannot be
damaged, but they can be dispelled as normal. The Diminished Effects The spell’s duration is
reduced to 1 round/level.

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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.

BLADE OF DARK TRIUMPH Heightened Effects The targets gain


School transmutation [evil]; Classes antipaladin darkvision 60 feet and a +4 competence
CASTING bonus on Stealth checks.
Casting Time 1 standard action
Component V, S
EFFECT
BLINDNESS/DEAFNESS
Range touch School necromancy [curse]; Classes cleric/oracle
Target your fiendish boon weapon CASTING
Duration 1 minute/level Casting Time 1 standard action
Saving Throw Will negates (harmless); Spell Resistance Components V
no
EFFECT
DESCRIPTION
Range medium (100 ft. + 10 ft./level)
You strengthen the bond between your fiendish Target one living creature
Duration permanent (D)
boon weapon and its unholy spirit. The weapon
Saving Throw Fortitude negates; Spell Resistance yes
gains the ghost touch property. You may change DESCRIPTION
your weapon's damage type (bludgeoning,
piercing, slashing) as a swift action. You gain a You call upon the powers of unlife to render the
profane bonus to your CMD against disarm and subject blinded or deafened, as you choose.
sunder attacks directed at your boon weapon; this Diminished Effects The range is reduced
bonus is equal to half your caster level. to Close (25 feet + 5 feet per two caster
Diminished Effects The spell’s duration is levels). The effects of the spell wear off
reduced to 1 round/level. after one minute per caster level
(maximum five minutes).
Heightened Effects The weapon also
gains the unholy property. Heightened Effects If the target fails its
save, it is both blinded and deafened.

BLESSING OF THE MOLE


BLINK
School transmutation; Classes cleric/oracle, inquisitor,
paladin, ranger School transmutation; Classes bard, magus,
CASTING
sorcerer/wizard
CASTING
Casting Time 1 round
Components V, S Casting Time 1 standard action
EFFECT
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area one creature/level Range personal
Duration 1 minute/level Target you
Saving Throw none (harmless); Spell Resistance yes Duration 1 round/level (D)
(harmless) DESCRIPTION

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.

While blinking, you can step through (but not see


through) solid objects. For each 5 feet of solid
material you walk through, there is a 50% chance
that you become material. If this occurs, you are
shunted off to the nearest open space and take 1d6
points of damage per 5 feet so traveled.

Since you spend about half your time on the


Ethereal Plane, you can see and even attack
ethereal creatures. You interact with ethereal
creatures roughly the same way you interact with
material ones.

14
Compendium Arcanum Volume 4: 3rd Level Spells

BLOOD BIOGRAPHY as well as: age, deity, employer,


nationality, and similar such questions.
School divination; Classes cleric/oracle, inquisitor,
sorcerer/wizard The answers given will be 1-3 words, no
CASTING more.
Casting Time 1 minute
Components V, S, M/DF (a scrap of parchment)
EFFECT
BLOODHOUND
Range touch School transmutation; Classes alchemist
Target one creature's blood or one bloodstain CASTING
Duration instantaneous
Casting Time 1 standard action
Saving Throw Will negates (see text); Spell Resistance Components V, S, M (a drop of blood and a pinch of
no cinnamon)
DESCRIPTION
EFFECT

You learn the answers to a specific set of questions Range personal


Target you
about a creature so long as you have access to at
Duration 1 hour/level
least one drop of its blood. You can cast this spell
DESCRIPTION
on the blood of the living or the dead, but living or
undead creatures are entitled to a saving throw to You gain the scent special quality, including the
resist the spell. You can cast the spell on dried or ability to track by scent. You receive a +8
fresh blood. Once you cast the spell the answers to competence bonus on Perception checks involving
the following four questions appear on any flat smell and a +4 competence bonus on Survival
surface you designate (a wall, a piece of paper, and checks to track using scent. You take a –4 penalty
so on). on saving throws against odor-related effects such
as the stench ability and stinking cloud. A creature
 Who are you? (The name by which the under the effects of bloodhound can detect poison
creature is most commonly known) by scent with a DC 20 Perception check.
 What are you? (Gender, race, Diminished Effects You only receive a +4
profession/role) competence bonus on Perception checks
 How was your blood shed? (Brief outline of involving smell and a +2 competence
the events that caused its wound, to the bonus on Survival checks to track using
best of the victim's knowledge) scent. You take a –2 penalty on saving
throws against odor-related effects such
 When was your blood shed? as the stench ability and stinking cloud.
These answers always appear in a language you can Your scent special quality only functions
read even if the creature cannot speak that or any for corpses and badly wounded creatures
language. (creatures with 50% or fewer hit points).

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

15
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

Casting Time 1 standard action


Diminished Effects The spell’s range Components V, S
becomes personal and its target becomes EFFECT

self. Range touch


Target creature touched
Heightened Effects Whenever the target Duration 1 minute/level
deals bleed damage to an opponent, the Saving Throw Will negates (harmless); Spell Resistance
bleeding opponent is sickened each round yes (harmless)
DESCRIPTION
it takes bleed damage. The sickened
condition can be negated with a successful The subject can burrow at a speed of 15 feet (or 10
Fortitude save. feet if it wears medium or heavy armor, or if it
carries a medium or heavy load) through sand,
loose soil, or gravel, or at a speed of 5 feet through
BORROW FORTUNE
stone. Using burrow requires only as much
School evocation; Classes oracle 3; Domains fate 3
concentration as walking, so the subject can attack
CASTING
or cast spells normally. The burrowing creature
Casting Time 1 immediate action
Components V
cannot charge or run. Loose material collapses
EFFECT behind the target 1 round after it leaves the area.
Range personal This spell does not give the target the ability to
Target you breathe underground, so when passing through
Duration instantaneous; see text loose material, the creature must hold its breath
DESCRIPTION
and take only short trips, or else it may suffocate.
When you make a d20 roll, you may choose to
Diminished Effects The spell does not
immediately cast this spell to reroll that die before
confer a burrow speed, but it does provide
success or failure is known, keeping the more
a +10-foot enhancement bonus to a
favorable result. For the next two rounds following
creature that already has a burrow speed.

16
Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects The subject can BURST OF SPEED


burrow at a speed of 20 feet (or 15 feet if it
School transmutation; Classes alchemist, antipaladin,
wears medium or heavy armor, or if it magus, inquisitor, paladin, ranger
carries a medium or heavy load) through CASTING

sand, loose soil, or gravel, or at a speed of Casting Time 1 swift action


10 feet through stone. Component V
EFFECT

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.

17
Compendium Arcanum Volume 4: 3rd Level Spells

CALL LIGHTNING
C School evocation [electricity]; Domains catastrophe 3,
weather 3
CASTING

CACKLING SKULL Casting Time 1 round


Components V, S
School illusion (glamer); Classes witch
EFFECT
CASTING
Range long (400 ft. + 40 ft./level)
Casting Time 1 standard action
Effect one or more 30-ft.-long vertical lines of lightning
Components V, S
Duration 1 minute/level
EFFECT
Saving Throw Reflex half; Spell Resistance yes
Range close (25 ft. + 5 ft./2 levels) DESCRIPTION
Target one skull
Duration permanent until discharged Immediately upon completion of the spell, and
Saving Throw Will negates; Spell Resistance yes once per round thereafter, you may call down a 5-
DESCRIPTION
foot-wide, 30-foot-long, vertical bolt of lightning
This spell functions as magic mouth, except rather that deals 4d6 points of electricity damage. The
than creating an illusory mouth on any surface, it bolt of lightning flashes down in a vertical stroke at
affects a skull. In addition, when the skull's magic is whatever target point you choose within the spell's
triggered, it releases wild and unnerving cackles range (measured from your position at the time).
before speaking its message. All creatures that can Any creature in the target square or in the path of
hear the cackles must save or become shaken for the bolt is affected.
1d4 rounds. You need not call a bolt of lightning immediately;
Diminished Effects The spell’s range is other actions, even spellcasting, can be performed
reduced to touch and the message must first. Each round after the first you may use a
be 6 or fewer words long. standard action (concentrating on the spell) to call
a bolt. You may call a total number of bolts equal to
Heightened Effects The event that
your caster level (maximum 12 bolts).
triggers the illusion can be as general or as
specific and detailed as desired but must If you are outdoors and in a stormy area—a rain
be based on one or more of the following, shower, clouds and wind, hot and cloudy
as you select: an audible; tactile; olfactory; conditions, or even a tornado (including a whirlwind
or visual trigger. The trigger cannot be formed by a djinni or an air elemental of at least
based on some quality not normally Large size)—each bolt deals 4d10 points of
obvious to the senses, such as alignment. electricity damage instead of 3d6.

This spell functions indoors or underground but not


underwater.

Diminished Effects The spell’s range is


reduced to medium (100 ft. + 10 ft./level).
In addition each bolt only deals 3d6 points
of electricity damage (or 3d10 if created
outdoors in a stormy area), and you may
only call a maximum of 10 bolts.

Heightened Effects Each bolt deals 5d6


points of electricity damage (or 5d10 if

18
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

19
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

of cancellation affects it normally. The chain's AC Casting Time 1 standard action


Components V, S
against touch attacks is 10 + your Charisma
EFFECT
modifier (sorcerer), Intelligence modifier (wizard),
Range close (25 ft. + 5 ft./2 levels)
or Wisdom modifier (cleric). Target one living creature
Duration 1 day/level
The chain can perform the dirty trick (blind or
Saving Throw Will negates; Spell Resistance yes
entangle), drag, reposition, and trip combat
DESCRIPTION
maneuvers, using your caster level in place of your
Combat Maneuver Bonus, and your Charisma This charm makes a living creature regard you as its
modifier (sorcerer), Intelligence modifier (wizard), trusted friend and ally (treat the target's attitude as
or Wisdom modifier (cleric) in place of your friendly). If the creature is currently being
Strength or Dexterity modifier. The chain does not threatened or attacked by you or your allies,
provoke attacks of opportunity for making combat however, it receives a +5 bonus on its saving throw.
maneuvers. It suffers no penalty or miss chance due The spell does not enable you to control the
to darkness, invisibility, or other forms of charmed creature as if it were an automaton, but it
concealment. Directing the spell to a new target is perceives your words and actions in the most
a move action. favorable way. You can try to give the subject
As a move action, you can move the chain up to 30 orders, but you must win an opposed Charisma
feet. If the chain goes beyond the spell's range or check to convince it to do anything it wouldn't
out of your sight, it returns to you. ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful
If a creature that the chain attacks has spell orders, but it might be convinced that something
resistance, you must make a caster level check very dangerous is worth doing. Any act by you or
(1d20 + caster level) against that spell resistance your apparent allies that threatens the charmed
the first time the chain performs a successful person breaks the spell. You must speak the
maneuver against that creature. If the chain is creature's language to communicate your
successfully resisted, the spell is dispelled. If not, commands, or else be good at pantomiming.

20
Compendium Arcanum Volume 4: 3rd Level Spells

Diminished Effects The spell’s range CLOAK OF WINDS


becomes touch.
School abjuration [air]; Classes druid, magus, ranger,
Heightened Effects The spell can target sorcerer/wizard
CASTING
one creature per three caster levels, no
Casting Time 1 standard action
two of which can be more than 30 ft. apart.
Components V, S
EFFECT

CLAIRAUDIENCE/CLAIRVOYANCE Range close (25 ft. + 5 ft./2 levels)


Target one living creature
School divination (scrying); Classes bard, Duration 1 minute/level
sorcerer/wizard, witch Saving Throw Fortitude negates (harmless); Spell
CASTING Resistance yes (harmless)
Casting Time 10 minutes DESCRIPTION
Components V, S, F/DF (a small horn or a glass eye)
EFFECT
You shroud a creature in a whirling screen of
Range long (400 ft. + 40 ft./level)
strong, howling wind. The subject is never checked
Effect magical sensor or blown away by strong winds of windstorm or
Duration 1 minute/level (D) lesser strength (whether natural or magically
Saving Throw none; Spell Resistance no
created), and ranged attack rolls against the
DESCRIPTION
subject take a –4 penalty. Tiny or smaller creatures
Clairaudience/clairvoyance creates an invisible must succeed at a Fortitude save to successfully
magical sensor at a specific location that enables touch or attack the subject in melee. Failure knocks
you to hear or see (your choice) almost as if you the attacker prone and pushes it 5 feet away from
were there. You don't need line of sight or line of the subject per level of the caster. This movement
effect, but the locale must be known—a place can pass through the squares of other creatures
familiar to you, or an obvious one. Once you have without affecting them and does not provoke
selected the locale, the sensor doesn't move, but attacks of opportunity, but the creature takes 3d6
you can rotate it in all directions to view the area as points of nonlethal damage, plus 1d6 if the creature
desired. Unlike other scrying spells, this spell does strikes a solid object that blocks its movement.
not allow magically or supernaturally enhanced
Diminished Effects The spell range
senses to work through it. If the chosen locale is
becomes touch.
magically dark, you see nothing. If it is naturally
pitch black, you can see in a 10-foot radius around Heightened Effects At 10th level, Small or
the center of the spell's effect. smaller creatures must succeed at a
Clairaudience/clairvoyance functions only on the Fortitude save to successfully touch or
plane of existence you are currently occupying. attack the subject in melee. At 16th level,
Medium or smaller creatures must succeed
Diminished Effects The spell’s range is
at a Fortitude save to successfully touch or
reduced to close (25 ft. + 5 ft./2 levels).
attack the subject in melee.
Heightened Effects The sensor allows you
to both hear and see.

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Compendium Arcanum Volume 4: 3rd Level Spells

COMPANION MIND LINK CONFUSION


School enchantment (charm) [mind-affecting]; Classes School enchantment (compulsion) [mind-affecting];
druid, ranger Classes sorcerer/wizard, witch
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S Components V, S, M/DF (three nutshells)
EFFECT EFFECT

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).

Diminished Effects The spell’s range is


reduced to close (25 ft. + 5 ft./2 levels) and
its duration is reduced to 1 round.

Heightened Effects The spell targets all


creatures in a 15-ft.-radius burst.

22
Compendium Arcanum Volume 4: 3rd Level Spells

Caution! Spells Merge! This spell CONTROL SUMMONED CREATURE


combines the effects of the following
School enchantment (compulsion) [mind-affecting];
spells: confusion and lesser confusion. Classes bard, summoner
CASTING

Casting Time 1 standard action


CONTAGION
Components V, S
School necromancy [disease, evil]; Domains decay EFFECT
CASTING Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action Target one summoned creature
Components V, S Duration 1 round/level
EFFECT Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
You seize control of a summoned creature by
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes disrupting the bond between it and the caster who
DESCRIPTION summoned it. If the creature fails its save, you may
command it as if you had summoned it. The
The subject contracts one of the following diseases:
original caster can attempt to regain control of the
blinding sickness, bubonic plague, cackle fever, filth
creature as a standard action by making an
fever, leprosy, mindfire, red ache, shakes, or slimy
opposed Spellcraft check against you. When your
doom. The disease is contracted immediately (the
spell ends, control reverts to the original
onset period does not apply). Use the disease's
summoner. If the summoning spell ends before this
listed frequency and save DC to determine further
spell ends, the remaining duration of this spell is
effects. For more information see Diseases.
lost.
Diminished Effects The spell’s range is
Diminished Effects The spell’s duration
reduced to touch.
becomes concentration (maximum 5
Heightened Effects The victim cannot rounds).
overcome the disease without magic—
Heightened Effects You gain a +5 bonus
making the required number of saves does
on your opposed Spellcraft check if the
not cure it. The DC to remove the disease
original caster attempts to regain control
with magic is equal to the save DC + 5.
of the creature.
Caution! Spells Merge! This spell
combines the effects of the following
spells: contagion and greater contagion.

23
Compendium Arcanum Volume 4: 3rd Level Spells

COORDINATED EFFORT COUNTLESS EYES


School divination; Classes bard, inquisitor School transmutation; Classes alchemist, inquisitor,
CASTING sorcerer/wizard, witch
CASTING
Casting Time 1 standard action
Components V, S Casting Time 1 standard action
EFFECT Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per 3 levels, no Range touch
two of which can be more than 30 ft. part Target creature touched
Duration 1 minute/level Duration 1 hour/level
Saving Throw none; Spell Resistance no Saving Throw Will negates (harmless); Spell Resistance
DESCRIPTION yes (harmless)
DESCRIPTION
Choose a single teamwork feat that you possess.
You forge a link with your allies, allowing them to The target sprouts extra eyes all over its body,
gain the benefits of the chosen feat even if they do including on the back of its head. It gains all-around
not have it themselves. You must be a part of the vision and cannot be flanked.
group qualifying for a given bonus for your allies to Diminished Effects The spell’s range
gain the benefits. For example, two of your allies becomes personal and its target becomes
flanking an orc would gain no benefit from your self.
Outflank feat, but an ally flanking the orc with you
Heightened Effects The spell’s target
would. Your allies' positioning and actions must still
becomes creature’s touched, and you
meet the prerequisites listed in the teamwork feat
divide the duration in 1-hour intervals
for either of you to receive the listed bonus.
among the creatures touched.
Diminished Effects The spell’s duration is
reduced to 1 round/level.
CREATE FOOD AND WATER
Heightened Effects You do not need to be
School conjuration (creation); Classes cleric/oracle;
a part of the group qualifying for a given Domains family
bonus for your allies to gain the benefits. CASTING

For example, two of your allies flanking an Casting Time 10 minutes


orc would gain the benefit from your Components V, S
Outflank feat, whether or not you were EFFECT

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

The food that this spell creates is simple fare of


your choice—highly nourishing, if rather bland.
Food so created decays and becomes inedible after
24 hours, although it can be kept fresh for another
24 hours by casting a purify food and water spell on
it. The water created by this spell is just like clean
rain water, and it doesn't go bad as the food does.

24
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

DESCRIPTION Casting Time 1 standard action


Components V, S, M
You can take a piece from a dead creature's body
EFFECT
and use it to create a map that reveals the locations
Range 30 ft.
of any valuables that creature knew about while Area cone-shaped burst
still alive. You must cut this piece off yourself and Duration 1 minute/level
the creature cannot have died more than 24 hours Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
prior to the casting of this spell. You cannot cast
this spell on a creature without a physical body, and An invisible cone of despair causes great sadness in
the portion you remove must have a fairly level the subjects. Each affected creature takes a –2
surface such as a piece of hide, carapace, or skin. penalty on attack rolls, saving throws, ability
The map you create is accurate to the best checks, skill checks, and weapon damage rolls.
knowledge the creature had at the time of its
Crushing despair counters and dispels good hope.
death. It reveals the location of one source of
treasure for every three caster levels you possess. Diminished Effects The spell only affects
Any inaccuracies or faulty information held by the one creature (your choice) within the 30-
creature are represented on the map as well. foot range.
Similarly, the map cannot account for any changes Heightened Effects The spell affects all
that occur after the creature's death. You must creatures in a 30-foot-radius burst
choose the scale of the map when creating it, centered on you.
opting between nearby (e.g., one or two dungeon
levels), local (e.g., a valley or community), or broad
(e.g., a country or larger). The map reveals the
locations of what the creature deemed most
valuable within its area. Depending on the creature,
the map might reveal a source of tasty food,
suitable mates, or even your own treasure vault.

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Compendium Arcanum Volume 4: 3rd Level Spells

CUP OF DUST aware of the trigger, it gains the sickened condition


and feels an urge to leave. A successful Will save
School transmutation [curse]; Classes druid, witch
CASTING
negates the urge to leave, but the sickened
Casting Time 1 standard action
condition persists as long as the target is within 30
Component V, S, M (a pinch of dust) feet of a trigger and aware of it. Example triggers
EFFECT include beggars, filthy clothing, diseased creatures,
Range close (25 ft. + 5 ft./2 levels) the king, blood, spiders, rats, corpses, and sewage.
Target one creature
Duration 1 day/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION

You curse the target with a thirst no drink can


quench. On a failed saving throw, the target begins
to dehydrate. The effects of this spell cannot inflict
more nonlethal damage than the target has hit
points. No amount of drinking can counter this
effect, although the target still experiences the
other normal effects of any liquid imbibed (such as
poisons or potions). Cup of dust can be removed
with a break enchantment, limited wish, miracle,
remove curse, or wish spell, but effects suffered as a
result of dehydration must be healed by normal
means.

Diminished Effects The spell’s range is


reduced to touch.
Diminished Effects The spell’s range is
Heightened Effects The DC to remove cup
reduced to touch.
of dust is equal to the save DC + 5.
Heightened Effects The DC to remove
curse of disgust is equal to the save DC + 5.
CURSE OF DISGUST
School enchantment [compulsion, curse, emotion, mind-
affecting]; Classes bard
CASTING

Casting Time 1 standard action


Components V, S
EFFECT

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


Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION

You place a curse upon a creature, causing it to


avoid the sight of a specific trigger, which is a kind
of creature, object, or condition designated by you.
When the target is within 30 feet of a trigger and is

26
Compendium Arcanum Volume 4: 3rd Level Spells

DAYBREAK ARROW
D School evocation [light]; Classes cleric/oracle, inquisitor,
paladin
CASTING

DARKVISION Casting Time 1 standard action


Components V, S
School transmutation; Classes ranger
EFFECT
CASTING
Range touch
Casting Time 1 standard action
Target up to 50 pieces of ammunition, all of which must
Components V, S, M (either a pinch of dried carrot or an
be together at the time of casting
agate)
Duration 10 minutes/level
EFFECT
Saving Throw Fortitude negates (harmless, object); Spell
Range touch Resistance yes (harmless, object)
Target creature touched DESCRIPTION
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance You cause ammunition, including shuriken, to
yes (harmless) exude radiant energy. Creatures that take penalties
DESCRIPTION
in bright light take these penalties for 1 round after
The subject gains the ability to see 60 feet even in being struck by such ammunition. Undead and
total darkness. Darkvision is black and white only creatures harmed by sunlight take an additional
but otherwise like normal sight. 1d6 points of damage from such projectiles. This
extra damage and half of any other damage you
Darkvision can be made permanent with a
deal with an affected projectile results directly from
permanency spell.
radiant energy and is not subject to damage
Diminished Effects Subject gains low- resistance. Such a projectile sheds light as if it were
light vision. a sunrod for 1 round after it is fired or thrown.
Heightened Effects The spell’s target Diminished Effects Undead and creatures
becomes creatures touched, and you harmed by sunlight take no additional
divide the duration in 1-hour intervals damage from such projectiles. Half of the
among the creatures touched. damage you deal with an affected
projectile results directly from radiant
Caution! Spells Merge! This spell
energy and is not subject to damage
combines the effects of the following
resistance.
spells: darkvision and communal darkvision.
Heightened Effects Creatures that take
penalties in bright light take these
penalties for 1d4 rounds after being struck
by such ammunition. Undead and
creatures harmed by sunlight take an
additional 1d8 points of damage from such
projectiles.

27
Compendium Arcanum Volume 4: 3rd Level Spells

DAYLIGHT [ERRATA] caster levels (maximum 5d8) to all undead


creatures within a 10-foot-radius burst of
School evocation [light]; Classes bard, cleric/oracle,
druid, inquisitor, magus, paladin, sorcerer/wizard; the spell’s target object. An undead
Domain day, light creature particularly vulnerable to bright
CASTING light takes 1d6 points of damage per
Casting Time 1 standard action caster level (maximum 10d6).
Components V, S
EFFECT

Range touch DEADLY JUGGERNAUT


Target object touched
School necromancy [death]; Classes antipaladin,
Duration 10 min./level (D)
cleric/oracle, inquisitor, paladin
Saving Throw none; Spell Resistance no
CASTING
DESCRIPTION
Casting Time 1 standard action
You touch an object when you cast this spell, Components V, S
causing the object to shed bright light in a 60-foot EFFECT

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.

Diminished Effects The object sheds


bright light in a 30-foot radius. This
illumination increases the light level for an
additional 30 feet by one step. Creatures
that take penalties in bright light take
them while within the 30-foot radius of
this magical light.

Heightened Effects You may dismiss the


spell to deal 1d8 points of damage per two

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Compendium Arcanum Volume 4: 3rd Level Spells

DEFILE ARMOR Diminished Effects The spell causes the


target eidolon to only lose one evolution.
School abjuration [evil]; Classes antipaladin
CASTING Heightened Effects The spell causes the
Casting Time 1 standard action target eidolon to lose one evolution plus
Components V, S
one additional evolution for every four
EFFECT
caster levels.
Range touch
Target armor touched
Duration 1 minute/level
DIMENSION DOOR
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object) School conjuration (teleportation); Classes summoner
DESCRIPTION CASTING

Casting Time 1 standard action


You imbue your armor with an unrighteous aura. It
Components V
gains a +1 enhancement bonus per four caster EFFECT
levels (maximum +5 at 20th level). When using your Range long (400 ft. + 40 ft./level)
judgment or smite ability, you gain DR 5/good. Target you and touched objects or other touched willing
creatures
An outfit of regular clothing counts as armor that Duration instantaneous
grants no AC bonus for the purpose of this spell. Saving Throw none and Will negates (object); Spell
Resistance no and yes (object)
Diminished Effects The spell’s duration is DESCRIPTION
reduced to 1 round/level.
You instantly transfer yourself from your current
Heightened Effects The enhancement location to any other spot within range. You always
bonus can be applied to a shield instead of arrive at exactly the spot desired—whether by
armor. simply visualizing the area or by stating direction.
After using this spell, you can't take any other
DEVOLUTION actions until your next turn. You can bring along
objects as long as their weight doesn't exceed your
School transmutation; Classes sorcerer/wizard,
summoner maximum load. You may also bring one additional
CASTING willing Medium or smaller creature (carrying gear
Casting Time 1 standard action or objects up to its maximum load) or its equivalent
Components V, S, M (a chameleon scale) per three caster levels. A Large creature counts as
EFFECT two Medium creatures, a Huge creature counts as
Range close (25 ft. + 5 ft./2 levels) two Large creatures, and so forth. All creatures to
Target one eidolon
be transported must be in contact with one
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes another, and at least one of those creatures must
DESCRIPTION be in contact with you.
This spell causes an eidolon to lose one evolution If you arrive in a place that is already occupied by a
plus one additional evolution for every five caster solid body, you and each creature traveling with
levels. Evolutions with the highest total cost are you take 1d6 points of damage and are shunted to
lost first. If there is a tie, randomly determine which a random open space on a suitable surface within
is lost. If this spell causes an eidolon to fail to meet 100 feet of the intended location.
the prerequisites for other evolutions or abilities,
If there is no free space within 100 feet, you and
those evolutions or abilities are lost as long as this
each creature traveling with you take an additional
spell persists.
2d6 points of damage and are shunted to a free

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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.

Heightened Effects You may bring one


additional willing Medium or smaller DIMINISH PLANTS
creature (carrying gear or objects up to its School transmutation; Classes druid, ranger
maximum load) or its equivalent per two CASTING
caster levels. Casting Time 1 standard action
Components V, S, DF
EFFECT
DIMENSIONAL ANCHOR Range see text
School abjuration; Classes inquisitor, summoner Target or Area see text
CASTING Duration instantaneous
Saving Throw none; Spell Resistance no
Casting Time 1 standard action
DESCRIPTION
Components V, S
EFFECT This spell has two versions.
Range medium (100 ft. + 10 ft./level)
Effect ray Prune Growth: This version of the spell causes
Duration 1 min./level normal vegetation within long range (400 feet + 40
Saving Throw none; Spell Resistance yes (object) feet per level) to shrink to about one-third normal
DESCRIPTION
size, becoming untangled and less bushy. The
A green ray springs from your hand. You must affected vegetation appears to have been carefully
make a ranged touch attack to hit the target. Any pruned and trimmed. This version of diminish plants
creature or object struck by the ray is covered with automatically dispels any spells or effects that
a shimmering emerald field that completely blocks enhance plants, such as entangle, plant growth, and
extradimensional travel. Forms of movement wall of thorns.
barred by a dimensional anchor include astral
At your option, the area can be a 100-foot-radius
projection, blink, dimension door, ethereal jaunt,
circle, a 150-foot-radius semicircle, or a 200-foot-
etherealness, gate, maze, plane shift, shadow walk,
radius quarter-circle. You may also designate
teleport, and similar spell-like abilities. The spell
portions of the area that are not affected.
also prevents the use of a gate or teleportation circle
for the duration of the spell. Stunt Growth: This version of the spell targets all
normal plants within a range of 1/2 mile, reducing
A dimensional anchor does not interfere with the
their potential productivity over the course of the
movement of creatures already in ethereal or astral
following year to half normal.
form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, This spell has no effect on plant creatures.
dimensional anchor does not prevent summoned Diminished Effects The prune growth
creatures from disappearing at the end of a version’s range is reduced to medium (100
summoning spell. ft. + 10 ft./level), and the stunt growth

30
Compendium Arcanum Volume 4: 3rd Level Spells

version targets all normal plants within a DISCOVERY TORCH


range of 1/4 mile.
School evocation [light]; Classes cleric/oracle
Heightened Effects The prune growth CASTING

version allows you to completely strip Casting Time 1 round


Components V, S
vegetation from affected areas, making it
EFFECT
easy to create mazes or cut a clear path
Range touch
through heavy growth, and the stunt Target object touched
growth version targets all normal plants Duration 10 minutes/level
within a range of 1 mile. Saving Throw none; Spell Resistance no
DESCRIPTION

An object you touch emanates a 20-foot radius of


DISCERN LIES
bright light. The effect looks like a regular flame
School divination; Classes paladin
but creates no heat and uses no oxygen. Allies
CASTING
within the area of this light gain a +2 enhancement
Casting Time 1 standard action
Components V, S, DF bonus on Perception and Sense Motive checks, as
EFFECT well as on Knowledge checks to identify monsters
Range close (25 ft. + 5 ft./2 levels) that are also within the area and their special
Targets one creature/level, no two of which can be more powers and vulnerabilities.
than 30 ft. apart
Duration concentration, up to 1 round/level When an inquisitor casts this spell, the light
Saving Throw Will negates; Spell Resistance no emanation doubles (40-ft.-radius emanation) while
DESCRIPTION
that inquisitor has a judgment active.
Each round, you concentrate on one target, who
Light spells counter and dispel darkness spells of an
must be within range. You know if the target
equal or lower level.
deliberately and knowingly speaks a lie by
discerning disturbances in its aura caused by lying. Diminished Effects The enhancement
The spell does not reveal the truth, uncover bonus on skill checks is reduced to +1.
unintentional inaccuracies, or necessarily reveal Heightened Effects The enhancement
evasions. bonus on skill checks is increased to +4.
Each round, you may concentrate on a different
target. DISPEL MAGIC [ERRATA]
Diminished Effects The spell range School abjuration; Classes antipaladin, bard,
becomes close (25 ft. + 5 ft./2 levels), and cleric/oracle, inquisitor, magus, paladin, sorcerer/wizard,
summoner, witch; Domain magic; Bloodlines arcane
you may only use the targeted dispel
CASTING
option. In addition, you take a –4 penalty
Casting Time 1 standard action
on your dispel check. Components V, S
EFFECT
Heightened Effects You no longer have to
concentrate to maintain the spell, and Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
after concentrating on a subject for 1 Duration instantaneous
round, you gain a +6 enhancement bonus Saving Throw none; Spell Resistance no
on your Intimidate and Sense Motive DESCRIPTION

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.

You can also use a targeted dispel to specifically


end one spell affecting the target or one spell
affecting an area (such as a wall of fire). You must
name the specific spell effect to be targeted in
this way. If your caster level check is equal to or
higher than the DC of that spell, it ends. No other
spells or effects on the target are dispelled if your
check is not high enough to end the targeted
effect.

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Compendium Arcanum Volume 4: 3rd Level Spells

DISPLACEMENT increased by 5. The DC of Perception checks


involving hearing is likewise increased by 5.
School illusion (glamer); Classes alchemist, bard, magus,
sorcerer/wizard, summoner; Domains protean Diminished Effects The spell’s range is
CASTING
reduced to close (25 ft. + 5 ft./2 levels) and
Casting Time 1 standard action
the area is reduced to a 10-foot spread.
Components V, M (a small loop of leather)
EFFECT Heightened Effects In addition to the
Range touch normal effects, in the first round the spell
Target creature touched
deals 3d6 points of sonic damage (Fort
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance save for half) to every creature within the
yes (harmless) area. Unattended objects also take this
DESCRIPTION damage.
The subject of this spell appears to be about 2 feet
away from its true location. The creature benefits DIVINATION
from a 50% miss chance as if it had total
School divination; Classes cleric/oracle, inquisitor, witch
concealment. Unlike actual total concealment, CASTING
displacement does not prevent enemies from Casting Time 10 minutes
targeting the creature normally. True seeing reveals Components V, S, M (incense and an appropriate
its true location and negates the miss chance. offering worth 25 gp)
EFFECT
Diminished Effects The spell’s range Range personal
becomes personal and its target becomes Target you
you. Duration instantaneous
DESCRIPTION
Heightened Effects The target also
benefits from a +2 dodge bonus to AC A divination spell can provide you with a useful
(which is negated by true seeing). piece of advice in reply to a question concerning a
specific goal, event, or activity that is to occur
within 24 hours. The advice granted by the spell
DISTRACTING CACOPHONY can be as simple as a short phrase, or it might take
School evocation [sonic]; Classes sorcerer/wizard the form of a cryptic rhyme or omen. If your party
CASTING doesn't act on the information, the conditions may
Casting Time 1 standard action change so that the information is no longer useful.
Components V, S
The base chance for a correct divination is 70% + 1%
EFFECT
per caster level, to a maximum of 90%. If the die
Range medium (100 ft. + 10 ft./level)
Area 20-ft. spread
roll fails, you have no way to tell whether it was the
Duration 1 round/level (D) consequence of a failed or successful divination.
Saving Throw none; Spell Resistance yes
DESCRIPTION
Multiple divinations about the same topic by the
same caster use the same dice result as the first
The air fills with loud and discordant noise, making divination spell and yield the same answer each
concentration difficult. Casting a spell in this area time.
of cacophony requires a concentration check (DC
15 + the level of the spell being cast). Any other Diminished Effects The spell’s casting
concentration checks in the area have their DCs time is reduced to 1 minute, but it can only
tell you whether a particular action will
bring good or bad results for you in the

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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

Casting Time 1 standard action


Components V, S, M (a scale from dragon that produces
the energy you seek to absorb)
E
EFFECT

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

35
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.

ELEMENTAL AURA Diminished Effects Creatures adjacent to


you when this spell is cast and at the start
School evocation [acid, cold, electricity, or fire]; Classes
alchemist, magus, sorcerer/wizard; Bloodlines boreal
of your turn take 2d6 points of energy
CASTING damage of the selected type but are not
Casting Time 1 standard action affected by the associated additional
Components V, S effect.
EFFECT
Heightened Effects Creatures adjacent to
Range personal
Target you you when this spell is cast and at the start
Duration 1 round/level (D) of your turn take 2d8 points of energy
Saving Throw Reflex half; see text; Spell Resistance yes damage and are affected by the
DESCRIPTION
associated additional effect.
This spell forms an aura of energy around you,
damaging all those that come near you.

Choose an energy type: acid, cold, electricity, or


fire.

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Compendium Arcanum Volume 4: 3rd Level Spells

ELEMENTAL SPEECH ENLARGE PERSON, MASS


School divination [air, earth, fire, or water]; Classes School transmutation; Classes summoner
bard, cleric/oracle CASTING
CASTING
Casting Time 1 round
Casting Time 1 standard action Components V, S, M (powdered iron)
Components V, S, M (iron filings) EFFECT
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Range personal Target One humanoid creature/level, no two of which
Target you can be more than 30 ft. apart
Duration 1 minute/level Duration 1 min./level (D)
DESCRIPTION Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
This spell enables you to converse with creatures
associated with a chosen element, including but This spell causes instant growth of humanoid
not limited to true elemental creatures. This spell creatures, doubling their height and multiplying
gains the elemental subtype based on the version their weight by 8. This increase changes the
of the spell you cast. Elemental speech does not creatures’ size category to the next larger one. The
guarantee a friendly reaction; it merely enables targets gain a +2 size bonus to Strength, a –2 size
communication. You may converse with all penalty to Dexterity (to a minimum of 1), and a –1
creatures of the selected type with an Intelligence penalty on attack rolls and AC due to its increased
score of 1 or greater, even if they do not size.
understand one another. A humanoid creature whose size increases to Large
When cast as an air spell, you can converse in Auran has a space of 10 feet and a natural reach of 10 feet.
and with any creature that has the air subtype or a This spell does not change the target's speed.
fly speed. If insufficient room is available for the desired
When cast as an earth spell, you can converse in growth, the creature attains the maximum possible
Terran and with any creature that has the earth size and may make a Strength check (using its
subtype or a burrow speed. increased Strength) to burst any enclosures in the
process. If it fails, it is constrained without harm by
When cast as a fire spell, you can converse in Ignan the materials enclosing it—the spell cannot be used
and with any creature that has the fire subtype. to crush a creature by increasing its size.
When cast as a water spell, you can converse in All equipment worn or carried by a creature is
Aquan and with any creature that has the water similarly enlarged by the spell. Melee weapons
subtype or a swim speed. affected by this spell deal more damage (see Table:
Diminished Effects The spell’s duration is Tiny and Large Weapon Damage). Other magical
reduced to 1 round/level. properties are not affected by this spell. Any
enlarged item that leaves an enlarged creature's
Heightened Effects The spell’s target
possession (including a projectile or thrown
changes to creature touched.
weapon) instantly returns to its normal size. This
means that thrown and projectile weapons deal
their normal damage. Magical properties of
enlarged items are not increased by this spell.

Multiple magical effects that increase size do not


stack.

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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.

Heightened Effects Any creature that


strikes you with its body or a handheld
weapon takes 1d8 points of acid damage

39
Compendium Arcanum Volume 4: 3rd Level Spells

EXCRUCIATING DEFORMATION EXPLOSIVE RUNES


School transmutation (polymorph) [evil, pain]; Classes School abjuration [force]; Classes sorcerer/wizard
sorcerer/wizard, witch CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S EFFECT
EFFECT
Range touch
Range touch Target one touched object weighing no more than 10
Target creature touched lbs.
Duration 1 round/level Duration permanent until discharged (D)
Saving Throw Fortitude partial; Spell Resistance yes Saving Throw see text; Spell Resistance yes
DESCRIPTION DESCRIPTION

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.

Diminished Effects Creatures next to the


explosive runes (close enough to read
them) are entitled to a Reflex save for half
damage; no other creatures are affected
by the spell. In addition, a Disable Device
check that fails by 5 or more does not
accidentally trigger the trap, but still
cannot be retried.

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Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects When read, the


detonation deals 6d8 points of force F
damage. In addition, any failed Disable
Device check accidentally triggers the
trap. FALSE LIFE
School necromancy; Classes alchemist, sorcerer/wizard,
witch
EXQUISITE ACCOMPANIMENT
CASTING
School illusion (shadow) [shadow]; Classes bard Casting Time 1 standard action
CASTING Components V, S, M (a drop of blood)
Casting Time 1 standard action EFFECT
Components V, S Range personal
EFFECT Target you
Range personal Duration 1 hour/level or until discharged; see text
Effect phantom instrument DESCRIPTION
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no You harness the power of unlife to grant yourself a
limited ability to avoid death. While this spell is in
You create a phantom instrument, a glowing
effect, you gain temporary hit points equal to 2d6 +
construct of magic in the form of a portable musical
1 per caster level (maximum +15). This spell does
instrument of your choice. The instrument floats
not stack with itself.
beside you, moving as you move (even if you
teleport). It cannot be damaged, but can be Diminished Effects You only gain
dispelled. The instrument plays as you direct, and temporary hit points equal to 1d10 + 1 per
as long as it plays, you do not have to expend caster level (maximum +10).
rounds of bardic performance from your daily
Heightened Effects You gain temporary
allotment to maintain an effect. Activating a bardic
hit points equal to 2d10 + 1 point per
performance or switching to a new effect still costs
caster level (maximum +20).
a round of your overall bardic performances per
day. Caution! Spells Merge! This spell
combines the effects of the following
Diminished Effects As long as the
spells: false life and greater false life.
instrument plays, you only have to expend
half as many rounds of bardic performance
from your daily allotment to maintain an
effect (round up).

Heightened Effects You no longer have to


expend rounds of bardic performance to
activate a bardic performance or switch to
a new effect.

41
Compendium Arcanum Volume 4: 3rd Level Spells

TABLE: WIND EFFECTS


Wind Wind Speed Ranged Attacks Normal/Siege Checked Blown Away Fly
Force Weapons1 Size2 Size3 Penalty
Light 0–10 mph —/— — — —
Moderate 11–20 mph —/— — — —
Strong 21–30 mph –2/— Tiny — –2
Severe 31–50 mph –4/— Small Tiny –4
Windstorm 51–74 mph Impossible/–4 Medium Small –8
Hurricane 75–174 mph Impossible/–8 Large Medium –12
Tornado 175–300 mph Impossible/impossible Huge Large –16
The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength
check (if on the ground) or a DC 20 Fly skill check if airborne.
3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they
make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they
succeed on a DC 25 Fly skill check.

FEAR FICKLE WINDS


School necromancy [emotion, fear, mind-affecting]; School transmutation [air]; Classes ranger
Classes bard CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S, M (the heart of a hen or a white EFFECT
feather)
Range close (25 ft. + 5 ft./2 levels)
EFFECT Targets one or more Medium creatures/level, no two of
Range 30 ft. which can be more than 30 ft. apart
Area cone-shaped burst Duration 1 minute/level (D)
Duration 1 round/level or 1 round; see text Saving Throw none (see text); Spell Resistance yes
Saving Throw Will partial; Spell Resistance yes DESCRIPTION
DESCRIPTION
You create a mobile cylinder of wind encompassing
An invisible cone of terror causes each living every target of the spell and protecting them as
creature in the area to become panicked unless it wind wall, but not interfering with them in any way.
succeeds on a Will save. If cornered, a panicked For example, arrows and bolts fired at the targets
creature begins cowering. If the Will save succeeds, are deflected upward and miss, but the targets'
the creature is shaken for 1 round. own arrows or bolts pass through the wall as if it
Diminished Effects A successful Will save were not there.
negates the spell. A Large creature counts as 4 Medium creatures for
Heightened Effects If a creature succeeds the purpose of how many targets you can effect
on its Will save, it is still shaken for the with the spell; a Huge creature counts as 8, a
duration of the spell. Gargantuan creature as 16, and a Colossal creature
as 32. This spell has no effect within the area of a
higher-level wind or weather spell.

Diminished Effects The spell’s range


becomes touch and its target becomes
one Small or Medium creature.

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Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects You may decrease the FIRE SHIELD


natural wind effects for each affected
School evocation [fire or cold]; Classes summoner
creature by one step in intensity (see CASTING
Table: Wind Effects below). This has no Casting Time 1 standard action
effect on magical wind effects. Components V, S, M (phosphorus for the warm shield; a
firefly or glowworm for the chill shield)
EFFECT
FIRE OF JUDGMENT Range personal
School evocation; Classes paladin Target you
Duration 1 round/level (D)
CASTING
DESCRIPTION
Casting Time 1 swift action
Components V, S This spell wreathes you in flame and causes
EFFECT
damage to each creature that attacks you in melee.
Range special; see text
The flames also protect you from either cold-based
Target one creature
Duration 1 round/level or fire-based attacks, depending on if you choose
Saving Throw Will partial; Spell Resistance yes cool or warm flames for your fire shield.
DESCRIPTION
Any creature striking you with its body or a
After casting this spell, the next creature you attack handheld weapon deals normal damage, but at the
using your smite evil class ability is engulfed in same time the attacker takes 1d6 points of damage
flames of positive energy. At the start of its turn, + 1 point per caster level (maximum +15). This
the target takes 1d6 points of damage, and takes damage is either cold damage (if you choose a chill
an additional 1d6 points of damage each time it shield) or fire damage (if you choose a warm shield).
attacks a creature other than you. If the creature is If the attacker has spell resistance, it applies to this
an outsider with the evil subtype, an evil-aligned effect. Creatures wielding melee weapons with
dragon, or an undead creature this damage reach are not subject to this damage if they attack
increases to 1d10. With a successful saving throw, a you.
creature is affected by this spell for only 1 round.
When casting this spell, you appear to immolate
This damage is divine in nature and bypasses any
yourself, but the flames are thin and wispy,
DR the creature possesses.
increasing the light level within 10 feet by one step,
Diminished Effects The spell’s duration is up to normal light. The color of the flames is blue or
reduced to 1 round and a target that saves green if the chill shield is cast, violet or red if the
against this spell is not affected. warm shield is employed. The special powers of
Heightened Effects At the start of its turn, each version are as follows.
the target takes 1d8 points of damage, Chill Shield: The flames are cool to the touch. You
and takes an additional 1d8 points of take only half damage from fire-based attacks. If
damage each time it attacks a creature such an attack allows a Reflex save for half
other than you. If the creature is an damage, you take no damage on a successful
outsider with the evil subtype, an evil- saving throw.
aligned dragon, or an undead creature this
Warm Shield: The flames are warm to the touch.
damage increases to 1d12.
You take only half damage from cold-based
attacks. If such an attack allows a Reflex save for
half damage, you take no damage on a successful
saving throw.

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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

Range long (400 ft. + 40 ft./level) FLAME ARROW


Area 20-ft.-radius spread
School transmutation [fire]; Classes magus,
Duration instantaneous
sorcerer/wizard
Saving Throw Reflex half; Spell Resistance yes
CASTING
DESCRIPTION
Casting Time 1 standard action
A fireball spell generates a searing explosion of Components V, S, M (a drop of oil and a small piece of
flame that detonates with a low roar and deals 1d6 flint)
EFFECT
points of fire damage per caster level (maximum
Range close (25 ft. + 5 ft./2 levels)
10d6) to every creature within the area.
Target fifty projectiles, all of which must be together at
Unattended objects also take this damage. The the time of casting
explosion creates almost no pressure. Duration 10 min./level
Saving Throw none; Spell Resistance no
You point your finger and determine the range DESCRIPTION
(distance and height) at which the fireball is to
This spell allows you to turn ammunition (such as
burst. A glowing, pea-sized bead streaks from the
arrows, crossbow bolts, shuriken, and sling stones)
pointing digit and, unless it impacts upon a material
into fiery projectiles. Each piece of ammunition
body or solid barrier prior to attaining the
deals an extra 1d6 points of fire damage to any
prescribed range, blossoms into the fireball at that
target it hits. A flaming projectile can easily ignite a
point. An early impact results in an early
flammable object or structure, but it won't ignite a
detonation. If you attempt to send the bead
creature it strikes.
through a narrow passage, such as through an
arrow slit, you must “hit” the opening with a ranged Diminished Effects The spell’s range is
touch attack, or else the bead strikes the barrier reduced to touch and each piece of
and detonates prematurely. ammunition only deals an extra 1d4 points
of fire damage to any target it hits.

44
Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects Any creature that FORCE HOOK CHARGE


takes fire damage from an affected piece
School evocation [force]; Classes magus
of ammunition must make a Reflex save or CASTING
catch on fire. Casting Time 1 standard action
Components V, S
EFFECT
FLASH FIRE
Range close (25 feet + 5 feet/2 levels)
School transmutation; Classes sorcerer/wizard, witch Target one creature or object within range and you
CASTING Duration instantaneous
Saving Throw none; Spell Resistance yes
Casting Time 1 standard action
Components V, S, M (a pinch of powdered fool's gold) DESCRIPTION

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.

If you use this spell with your spell combat class


ability, you can make your melee attack from your
starting position or your ending position.

45
Compendium Arcanum Volume 4: 3rd Level Spells

Diminished Effects If the touch attack FUNGAL INFESTATION


succeeds, the target only takes 1 point of
School necromancy [disease]; Classes druid
force damage per two caster levels. CASTING

Heightened Effects While being dragged Casting Time 1 standard action


Components V, S
in a straight line to a square adjacent to
EFFECT
the target, your movement does not
Range touch
provoke attacks of opportunity. Target creature touched
Duration 1d3 days
Saving Throw Fortitude negates; Spell Resistance yes
FORCE PUNCH [ERRATA] DESCRIPTION

School evocation [force]; Classes magus,


sorcerer/wizard
You coat the target in necrotic fungus that makes
CASTING
its flesh soft and fragile. Toadstools, ringworm, and
Casting Time 1 standard action other disgusting fungal growths sprout from its
Components V, S skin. The target takes 1d3 points of Charisma
EFFECT damage. Any physical attack against the target
Range touch automatically adds 1d6 points of bleed damage.
Target creature touched
Duration instantaneous Diminished Effects Any physical attack
Saving Throw Fortitude partial; Spell Resistance yes against the target only adds 1d4 points of
DESCRIPTION
bleed damage.
This spell charges your hand with telekinetic force.
Heightened Effects Any physical attack
Your successful melee touch attack deals 1d4
against the target automatically adds 1d8
points of force damage per level (maximum 10d4)
points of bleed damage.
and causes the target to be pushed away from you
in a straight line up to 5 feet per two caster levels.
For every size category of the target above
Medium, reduce the distance pushed by 5 feet (–5
feet for Large, –10 feet for Huge, –15 for
G
Gargantuan, and –20 feet for Colossal) to a
minimum of 0 feet. A successful Fortitude save GASEOUS FORM
negates the movement but not the damage.
School transmutation; Classes alchemist, bard, magus,
sorcerer/wizard; Domains air
Diminished Effects Your melee touch
CASTING
attack only deals 1d4 points of force
Casting Time 1 standard action
damage per two caster levels (maximum
Components S, M/DF (a bit of gauze and a wisp of
5d4), and it does not cause the target to be smoke)
pushed away from you. EFFECT

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

you. The subject and all its gear become insubstantial,


misty, and translucent. Its material armor
(including natural armor) becomes worthless,

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Compendium Arcanum Volume 4: 3rd Level Spells

though its size, Dexterity, deflection bonuses, and GEAS, LESSER


armor bonuses from force effects still apply. The
School enchantment (compulsion) [curse, language-
subject gains DR 10/magic and becomes immune to dependent, mind-affecting]; Classes bard
poison, sneak attacks, and critical hits. It can't CASTING

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.

A lesser geas (and all ability score penalties) can be


ended by break enchantment, limited wish, remove
curse, miracle, or wish. Dispel magic does not affect
a lesser geas.

Diminished Effects The spell’s range is


reduced to touch, and its duration
becomes 1 day per two caster levels, or
until discharged.

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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

You preserve the remains of a dead creature so that GLIBNESS


they do not decay. Doing so effectively extends the
School transmutation; Classes bard
time limit on raising that creature from the dead CASTING
(see raise dead). Days spent under the influence of Casting Time 1 standard action
this spell don't count against the time limit. Components S
Additionally, this spell makes transporting a slain EFFECT

(and thus decaying) comrade less unpleasant. Range personal


Target you
The spell also works on severed body parts and the Duration 10 min./level (D)
like. 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

Casting Time 10 minutes


(version, type of damage caused, what spell is
Components V, S, M (powdered diamond worth 200 gp) stored).
EFFECT
Note: Magic traps such as glyph of warding are
Range touch
hard to detect and disable. While any character
Target or Area object touched or up to 5 sq. ft./level
Duration permanent until discharged (D) can use Perception to find a glyph, only a
Saving Throw see text; Spell Resistance no (object) and character with the trapfinding class feature can
yes; see text
use Disable Device to disarm it.
DESCRIPTION
Depending on the version selected, a glyph either
This powerful inscription harms those who enter,
blasts the intruder or activates a spell.
pass, or open the warded area or object. A glyph of
warding can guard a bridge or passage, ward a Blast Glyph: A blast glyph deals 1d8 points of
portal, trap a chest or box, and so on. damage per two caster levels (maximum 5d8) to
the intruder and to all within 5 feet of him or her.
You set all of the conditions of the ward. Typically,
This damage is acid, cold, fire, electricity, or sonic
any creature entering the warded area or opening
(caster's choice, made at time of casting). Each
the warded object without speaking a password
creature affected can attempt a Reflex save to
(which you set when casting the spell) is subject to
take half damage. Spell resistance applies
the magic it stores. Alternatively or in addition to a
against this effect.
password trigger, glyphs can be set according to
physical characteristics (such as height or weight) Spell Glyph: You can store any harmful spell of 3rd
or creature type, subtype, or kind. Glyphs can also level or lower that you know. All level-dependent
be set with respect to good, evil, law, or chaos, or features of the spell are based on your caster
to pass those of your religion. They cannot be set level at the time of casting the glyph. If the spell
according to class, HD, or level. Glyphs respond to has a target, it targets the intruder. If the spell
invisible creatures normally but are not triggered has an area or an amorphous effect, the area or
by those who travel past them ethereally. Multiple effect is centered on the intruder. If the spell

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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.

Good hope counters and dispels crushing despair.

Diminished Effects The spell’s target


becomes one living creature.

Heightened Effects Each affected


creature gains a +4 morale bonus on

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Compendium Arcanum Volume 4: 3rd Level Spells

HASTE [ERRATA]
H School transmutation; Classes alchemist, bard, magus,
sorcerer/wizard
CASTING

HALT UNDEAD Casting Time 1 standard action


Components V, S, M (a shaving of licorice root)
School necromancy; Classes inquisitor, sorcerer/wizard
EFFECT
CASTING
Range close (25 ft. + 5 ft./2 levels)
Casting Time 1 standard action
Targets one creature/level, no two of which can be more
Components V, S, M (a pinch of sulfur and powdered
than 30 ft. apart
garlic)
Duration 1 round/level
EFFECT
Saving Throw Fortitude negates (harmless); Spell
Range medium (100 ft. + 10 ft./level) Resistance yes (harmless)
Targets up to three undead creatures, no two of which DESCRIPTION
can be more than 30 ft. apart
Duration 1 round/level The transmuted creatures move and act more
Saving Throw Will negates (see text); Spell Resistance quickly than normal. This extra speed has several
yes
effects.
DESCRIPTION

When making a full attack action, a hasted creature


This spell renders as many as three undead
may make one extra attack with one natural or
creatures immobile. A nonintelligent undead
manufactured weapon. The attack is made using
creature gets no saving throw; an intelligent
the creature's full base attack bonus, plus any
undead creature does. If the spell is successful, it
modifiers appropriate to the situation. (This effect
renders the undead creature immobile for the
is not cumulative with similar effects, such as that
duration of the spell (similar to the effect of hold
provided by a speed weapon, nor does it actually
person on a living creature). The effect is broken if
grant an extra action, so you can't use it to cast a
the halted creatures are attacked or take damage.
second spell or otherwise take an extra action in
Diminished Effects The spell’s range is the round.)
reduced to close (25 ft. + 5 ft./2 levels) and
A hasted creature gains a +1 bonus on attack rolls
its target becomes only one undead
and a +1 dodge bonus to AC and Reflex saves. Any
creature.
condition that makes you lose your Dexterity bonus
Heightened Effects The spell can target to Armor Class (if any) also makes you lose dodge
as many as two undead creatures plus one bonuses.
undead creature per three caster levels, no
All of the hasted creature's modes of movement
two of which can be more than 30 feet
(including land movement, burrow, climb, fly, and
apart.
swim) increase by 30 feet, to a maximum of twice
the subject's normal speed using that form of
movement. This increase counts as an
enhancement bonus, and it affects the creature's
jumping distance as normal for increased speed.
Multiple haste effects don't stack. Haste dispels and
counters slow.

Diminished Effects The spell’s range


becomes personal, its target becomes self,
and its duration becomes 1 round per

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Compendium Arcanum Volume 4: 3rd Level Spells

caster level (maximum 5 rounds). In Heightened Effects Creatures within 30


addition, your movement is only increased feet of the choir experience wracking pain
by 15 feet, up to a maximum of twice your that causes them to take a –3 penalty on
normal speed while using that form of attack rolls, skill checks, and ability checks.
movement. Individuals who exit the area of effect take
these penalties for an additional 3 rounds
Heightened Effects Targets gain a +4
before the delusion wears off.
enhancement bonus to their current
initiative score (possibly improving their
spot in the current initiative lineup), or
their initiative rolls if not currently
engaged in combat.

HAUNTING CHOIR
School necromancy [mind-affecting, pain]; Classes bard
CASTING

Casting Time 1 standard action


Components V, S
EFFECT

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


Area 30-ft.-radius emanation
Duration concentration + 2 rounds
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION

You create a spectral choir and conduct its


tortured, ghostly moans, deluding listeners into
believing they are suffering the torments of the
dead. The transparent singers occupy a 10-foot
cube, but they are intangible and do not interfere
with creatures in any physical way, nor can they be
attacked. Creatures within 30 feet of the choir
experience wracking pain that causes them to take
a –2 penalty on attack rolls, skill checks, and ability
checks. Individuals who exit the area of effect take
these penalties for an additional 2 rounds before
the delusion wears off.
Diminished Effects Creatures within 30
feet of the choir experience wracking pain
that causes them to take a –1 penalty on
attack rolls, skill checks, and ability checks.
Individuals who exit the area of effect take
these penalties for an additional 1 round
before the delusion wears off.

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Compendium Arcanum Volume 4: 3rd Level Spells

HEAL MOUNT HEALING THIEF


School conjuration (healing); Classes paladin School necromancy Level sorcerer/wizard, witch
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S Components V, S, M (a bit of sponge, damp with tears)
EFFECT EFFECT

Range touch Range touch


Target your mount touched Target creature touched
Duration instantaneous Duration 1 round/level or until discharged
Saving Throw Will negates (harmless); Spell Resistance Saving Throw none; Spell Resistance yes
yes (harmless) DESCRIPTION
DESCRIPTION
With this spell you can steal the healing of the
Heal mount enables you to channel positive energy target creature. You must succeed at a melee touch
into your special mount to wipe away injury and attack to strike the target. If you do, until the effect
afflictions. It immediately ends any and all of the ends, whenever your target is subject to a healing
following adverse conditions affecting the target: spell or a supernatural effect that heals hit points,
ability damage, blinded, confused, dazed, dazzled, the target only receives half the healing (rounded
deafened, diseased, exhausted, fatigued, down) and you receive the other half (also rounded
feebleminded, insanity, nauseated, poisoned, down). You must remain within 25 feet (plus 5 feet
sickened, and stunned. It also cures 10 hit points of per two caster levels) of the target to gain this
damage per level of the caster, to a maximum of benefit. If you move outside that range, the spell is
150 points at 15th level. discharged. Once you steal 5 hit points per your
Heal mount does not remove negative levels or caster level (maximum 50 hit points) of healing
restore permanently drained ability score points. from this spell's effect, the spell is discharged.

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.

Heightened Effect: The spell also restores


all points permanently drained from a
single ability score (your choice if more
than one is drained).

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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.

2 miles 1 hour Heightened Effects The hand is


incorporeal and can pass through solid
3 miles 2 hours objects. In addition, the hand can use
gestures and signs to pass a secret
4 miles 3 hours message from you to the recipient (as if
using the Bluff skill). To do this, you must
5 miles 4 hours
make a caster level check (DC 20 for a
simple message, DC 25 for a complex
Once the hand locates the subject, it beckons the
message) instead of a Bluff skill check to
creature to follow it. If the subject does so, the
encode the message. The recipient must
hand points in your direction, indicating the most
make a Sense Motive skill check (same DC
direct, feasible route. The hand hovers 10 feet in
as the encoding check) to decipher the
front of the subject, moving before it at a speed of
secret message. Other creatures with the
recipient may decipher the message by

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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

HIDE CAMPSITE The subject becomes paralyzed and freezes in


place. It is aware and breathes normally but cannot
School illusion (glamer); Classes druid
take any actions, even speech. Each round on its
CASTING
turn, the subject may attempt a new saving throw
Casting Time 10 minutes
Components V, S, M (a sprig of mistletoe, and a vial of to end the effect. This is a full-round action that
quicksilver) does not provoke attacks of opportunity. A winged
EFFECT creature who is paralyzed cannot flap its wings and
Range close (25 ft. + 5 ft./2 levels) falls. A swimmer can't swim and may drown.
Area one 20-ft. cube
Duration 2 hours/level (D) Diminished Effects The spell’s range is
Saving Throw Will disbelief (if interacted with); Spell
reduced to close (25 ft. + 5 ft./2 levels) and
Resistance no
its duration is reduced to 1 round.
DESCRIPTION

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Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects The spell can target HOSTILE LEVITATION


one humanoid creature per three caster
School transmutation; Classes sorcerer/wizard, witch
levels, no two of which can be more than CASTING
30 feet apart. Casting Time 1 standard action
Components V, S, M (a leather loop studded with
lodestones)
HOLY WHISPER EFFECT

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

Casting Time 1 standard action ILLUSORY SCRIPT


Components V, S, M (a needle and a dried eyeball)
School illusion (phantasm) [mind-affecting]; Classes
EFFECT
bard, sorcerer/wizard
Range close (25 ft. + 5 ft./2 levels) CASTING
Target one living creature/level, no two of which can be
Casting Time 1 minute per page
more than 30 ft. apart
Components V, S, M (lead-based ink worth 50 gp)
Duration 1 round/level
EFFECT
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION Range touch
Target one touched object weighing no more than 10
You send wracking pains through the targets' lbs.
bodies. Because of the pain, affected creatures take Duration one day/level (D)
Saving Throw Will negates; see text; Spell Resistance
a –2 penalty to AC, attacks, melee damage rolls,
yes
and Reflex saving throws, and must succeed at a DESCRIPTION
concentration check (DC equal to the DC of this
spell) to cast spells. However, if an affected You write instructions or other information on
creature spends a move action screaming as loudly parchment, paper, or any suitable writing material.
as possible, it can act without any other penalties The illusory script appears to be some form of
for the remainder of its turn. “Screaming,” for the foreign or magical writing. Only the person (or
purposes of this spell, includes any vocalization of people) designated by you at the time of the
pain or its telepathic equivalent; creatures that casting can read the writing; it's unintelligible to
cannot scream (such as creatures without the any other character.
natural ability to communicate or vocalize) suffer Any unauthorized creature attempting to read the
the full effect of the spell. script triggers a potent illusory effect and must
Diminished Effects You may only target make a saving throw. A successful saving throw
one living creature. means the creature can look away with only a mild
sense of disorientation. Failure means the creature
Heightened Effects Affected creatures is subject to a suggestion implanted in the script by
take a –3 penalty to AC, attacks, melee you at the time the illusory script spell was cast. The
damage rolls, and Reflex saving throws. suggestion lasts only 30 minutes. Typical
suggestions include “Close the book and leave,”
“Forget the existence of this note,” and so forth. If
successfully dispelled by dispel magic, the illusory
script and its secret message disappear. The hidden
message can be read by a combination of the true
seeing spell with the read magic or comprehend
languages spell.

Diminished Effects The spell’s duration is


reduced to 1 hour/level.

Heightened Effects The suggestion lasts


one hour.

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Compendium Arcanum Volume 4: 3rd Level Spells

INSTANT ENEMY Light, however, never becomes invisible, although


a source of light can become so (thus, the effect is
School enchantment; Classes ranger
CASTING
that of a light with no visible source). Any part of an
Casting Time 1 swift action
item that the subject carries but that extends more
Components V, S than 10 feet from it becomes visible.
EFFECT
Of course, the subject is not magically silenced, and
Range close (25 ft. + 5 ft./2 levels)
Target one creature that is not your favored enemy.
certain other conditions can render the recipient
Duration 1 minute/level detectable (such as swimming in water or stepping
Saving Throw none; Spell Resistance no in a puddle). If a check is required, a stationary
DESCRIPTION
invisible creature has a +40 bonus on its Stealth
With this spell you designate the target as your checks. This bonus is reduced to +20 if the creature
favored enemy for the remainder of its duration. is moving. The spell does not end if the subject
Select one of your favored enemy types. For the attacks any creature.
duration of the spell, you treat the target as if it Diminished Effects The spell’s range
were that type of favored enemy for all purposes. becomes personal, its target becomes self,
Diminished Effects The spell’s duration and it requires 50 gp worth of diamond
becomes 1 round/level. dust as a material component.

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

Range personal or touch


Target you or creature touched
INVISIBILITY PURGE [ERRATA]
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance School evocation; Classes cleric/oracle
yes (harmless) CASTING
DESCRIPTION Casting Time 1 standard action
Components V, S
The creature becomes invisible. If the recipient is a
EFFECT
creature carrying gear, that vanishes, too. If you
Range personal
cast the spell on someone else, neither you nor Target you
your allies can see the subject, unless you can Duration 1 min./level (D)
normally see invisible things or you employ magic DESCRIPTION

to do so. You surround yourself with a sphere of power with


Items dropped or put down by an invisible creature a radius of 5 feet per caster level that negates all
become visible; items picked up disappear if tucked forms of invisibility.
into the clothing or pouches worn by the creature.

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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

any special effect on undead or dark- Casting Time 1 standard action


Components V, S
dwelling creatures vulnerable to light. The
EFFECT
glow can be blue, green, or violet,
Range close (25 ft. + 5 ft./2 levels)
according to your choice at the time of Targets one weapon or 50 projectiles, all of which must
casting. The glow does not cause any harm be together at the time of casting
to the objects or creatures thus outlined. Duration 10 min./level
Saving Throw Will negates (harmless, object); Spell
The spell gains the [light] descriptor.
Resistance yes (harmless, object)
DESCRIPTION

This spell makes a weapon magically keen,


J improving its ability to deal telling blows. This
transmutation doubles the threat range of the
weapon. A threat range of 20 becomes 19–20, a
JESTER'S JAUNT threat range of 19–20 becomes 17–20, and a threat
School conjuration (teleportation); Classes bard
range of 18–20 becomes 15–20. The spell can be
CASTING cast only on piercing or slashing weapons. If cast on
Casting Time 1 standard action arrows or crossbow bolts, the keen edge on a
Components V, S particular projectile ends after one use, whether or
EFFECT not the missile strikes its intended target. Treat
Range touch shuriken as arrows, rather than as thrown weapons,
Target one living creature
for the purpose of this spell.
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION

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Compendium Arcanum Volume 4: 3rd Level Spells

Multiple effects that increase a weapon's threat


range (such as the keen special weapon property L
and the Improved Critical feat) don't stack. You
can't cast this spell on a natural weapon, such as a
claw. LIFE BUBBLE
Diminished Effects The spell’s duration is School abjuration; Classes ranger
CASTING
reduced to 1 minute/level.
Casting Time 1 standard action
Heightened Effects The spell’s target Components V, S, M/DF (a bit of eggshell)
becomes weapons or groups of 50 EFFECT

projectiles, and you divide the duration in Range touch


10-minute intervals among the targeted Target creatures touched, up to one/level
Duration 2 hours/level; see text
weapons or projectiles. Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
DESCRIPTION
KI LEECH
School necromancy [evil]; Classes cleric/oracle,
You surround the touched creatures with a
sorcerer/wizard, witch constant and moveable 1-inch shell of tolerable
CASTING living conditions. This shell enables the subjects to
Casting Time 1 standard action breathe freely, even underwater or in a vacuum, as
Components V, S well as making them immune to harmful gases and
EFFECT
vapors, including inhaled diseases and poisons and
Range personal
spells like cloudkill and stinking cloud. In addition,
Target you
Duration 1 minute/level (D) the shell protects subjects from extremes of
DESCRIPTION temperature (per endure elements) as well as
extremes of pressure.
You place your spirit in a receptive state so when
you confirm a critical hit against a living enemy or Life bubble does not provide protection from
reduce a living enemy to 0 or fewer hit points, you negative or positive energy (such as found on the
can steal some of that creature's ki. This Negative and Positive Energy planes), the ability to
replenishes 1 point of ki as long as you have at least see in conditions of poor visibility (such as in smoke
1 ki point in your ki pool. This does not allow you to or fog), nor the ability to move or act normally in
exceed your ki pool's maximum. This ability does conditions that impede movement (such as
not stack with similar abilities (such as the steal ki underwater).
ability of the hungry ghost monk).
When you cast this spell it has a total duration of 2
This spell has no effect if you do not have a ki pool. hours per caster level. You can divide this duration
up in any manner you wish, not necessarily equally,
Diminished Effects The spell’s duration is
between up to 1 creature per caster level.
reduced to 1 round/level.
Diminished Effects The spell’s target is
Heightened Effects When you confirm a
reduced to one creature.
critical hit against a living enemy or reduce
a living enemy to 0 or fewer hit points, you Heightened Effects In addition to the
replenish 2 points of ki as long as you have above effects, the targets gain cold
at least 1 ki point in your ki pool. resistance 5 and fire resistance 5.

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Compendium Arcanum Volume 4: 3rd Level Spells

LIGHTNING BOLT [ERRATA] LIGHTNING LASH BOMB ADMIXTURE


School evocation [electricity]; Classes magus, School evocation [electricity]; Classes alchemist
sorcerer/wizard, witch CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S, M (fur and a glass rod) EFFECT
EFFECT
Range personal
Range 120 ft. Target you
Area 120-ft. line Duration 1 round/level
Duration instantaneous Saving Throw special, see below; Spell Resistance
Saving Throw Reflex half; Spell Resistance yes special, see below
DESCRIPTION DESCRIPTION

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.

Heightened Effects All creatures


damaged by the splash must succeed at a
Reflex saving throw or take 1d6 points of
electrical damage each time they take a

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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.

LILY PAD STRIDE


School transmutation; Classes druid LITANY OF ESCAPE
CASTING School conjuration (teleportation) [language
Casting Time 1 standard action dependent]; Classes antipaladin, paladin
Components V, S, M (a frog's leg) CASTING

EFFECT Casting Time 1 swift action


Range long (400 ft. + 40 ft./level) Components V, S, DF
Effect trail of lily pads behind you EFFECT
Duration 10 minutes/level (D); see text Range close (25 ft. + 5 ft./2 levels)
Saving Throw none; Spell Resistance no Target one willing creature that is grappled
DESCRIPTION Duration instantaneous
Saving Throw no; Spell Resistance yes
Your every footstep creates aquatic plants capable
DESCRIPTION
of supporting your weight and that of any creature
of your size or smaller that is following you. These With a powerful prayer, you call upon the servants
lily pads only appear when you cross water or other of your god to whisk a friend out of a grapple. The
liquids which do not immediately destroy plants. target loses the grappled and pinned conditions
You can walk across these liquid surfaces without and is teleported 10 feet.
any fear of stumbling (though if knocked prone, Diminished Effects The spell’s range is
dragged under, or otherwise pulled off your feet reduced to 10 feet, and the target is only
you still sink in the liquid). For the duration of the teleported 5 feet after losing the grappled
spell, any creature of your size or smaller can and pinned conditions.
attempt to follow you by making a DC 10
Heightened Effects The spell functions
Acrobatics check every round. Each such check
even if you do not have a clear line of
allows it to move at half its normal land speed. If
effect to the target (for example, if you
the creature takes a –5 penalty on its check it can
were to target a swallowed creature).
move at its normal speed. If a creature fails an
Acrobatics check, or if a creature that's larger than
you attempts to follow, it falls through, damaging LITANY OF SIGHT
the plants. Each time a creature falls through, all School divination; Classes antipaladin, paladin
subsequent creatures take a cumulative –5 penalty CASTING
on their Acrobatics checks when traveling across Casting Time 1 swift action
that particular stretch of plants. As you move, the Components V, S, DF
lily pads disappear behind you once you pass EFFECT

beyond the spell's range. Otherwise, they remain Range personal


Target you
until the spell's duration expires.
Duration 1 round
Diminished Effects The range is reduced Saving Throw no; Spell Resistance yes
DESCRIPTION
to medium (100 ft. +10 ft./level) and its
duration is reduced to 1 minute/level. This litany reveals the unseen to you. You can see
invisible creatures and objects within 30 feet.
Heightened Effects The lily pads can
support any creature one size category
larger than you and smaller, and a creature

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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.

LOATHSOME VEIL Heightened Effects The veil affects a


School illusion (pattern) [mind-affecting]; Classes maximum of 30 Hit Dice of creatures.
sorcerer/wizard, witch
CASTING
LOCATE OBJECT
Casting Time 1 standard action
Components V, S, M (a tangle of multicolored threads) School divination; Classes cleric/oracle, inquisitor, witch;
EFFECT Domain thievery
CASTING
Range close (25 ft. + 5 ft./2 levels)
Effect transparent pattern 40 ft. long, 20 ft. high Casting Time 1 standard action
Duration concentration + 1 round/level (D) Components V, S, F/DF (a forked twig)
Saving Throw Will negates Spell Resistance yes EFFECT
DESCRIPTION Range long (400 ft. + 40 ft./level)
Area circle, centered on you, with a radius of 400 ft. + 40
This spell creates a transparent veil of shifting,
ft./level
multicolored strands of light that form into Duration 1 min./level
endlessly varied and alien patterns. One side of the Saving Throw none; Spell Resistance no
veil, chosen by you at the time of casting, is DESCRIPTION

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

Casting time 1 standard action


Wisdom for druids and oracles; Charisma for bards,
Components V, S, M/DF (a pickled predator's eye) sorcerers, and summoners) for its CMB. Recovering
EFFECT an item from the monkeys requires a successful
Range personal disarm or steal attempt against that CMB + 10. An
Target you object stolen by the monkeys takes swarm damage
Duration 1 minute/level
each round the swarm is in possession of the
DESCRIPTION
object.
You can sense your foes' weak points, granting you
Diminished Effects Creatures failing a
greater damage with critical hits. Whenever you
saving throw against the mad monkeys'
score a critical hit, roll the attack's damage dice
distraction attack are only nauseated. In
(but not extra or precision damage dice) twice and
addition, the monkeys do not attempt one
take the highest result.
disarm or steal combat maneuver each
Diminished Effects The spell’s duration is turn against any creature that begins its
reduced to 1 round/level. turn in the swarm.
Heightened Effects The spell’s range Heightened Effects Any creature that
becomes touch and it target becomes one takes swarm damage must succeed at a
creature. DC 14 Fortitude save or contract filth
fever.

M MAGIC CIRCLE AGAINST CHAOS


School abjuration [lawful]; Classes cleric/oracle,
inquisitor, paladin, sorcerer/wizard, summoner;
Domains law
MAD MONKEYS
DESCRIPTION
School conjuration (summoning); Classes bard, druid,
sorcerer/wizard, summoner This spell functions like magic circle against evil,
CASTING except that it is similar to protection from chaos
Casting Time 1 round instead of protection from evil, and it can imprison a
Components V, S, DF nonlawful called creature.
EFFECT

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

Heightened Effects The once trapped, the


You summon a swarm of screeching, mischievous
creature cannot use its spell resistance to
monkeys. The swarm understands and obeys your
test the trap.
commands and has the statistics of a monkey

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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

The creature is immediately released if anything MAGIC CIRCLE AGAINST LAW


disturbs the diagram—even a straw laid across it.
School abjuration [chaotic]; Classes antipaladin,
The creature itself cannot disturb the diagram cleric/oracle, inquisitor, sorcerer/wizard, summoner;
either directly or indirectly, as noted above. Domains chaos
DESCRIPTION
This spell is not cumulative with protection from evil
and vice versa. This spell functions like magic circle against evil,
except that it is similar to protection from law
Diminished Effects The spell can only be instead of protection from evil, and it can imprison a
used to protect all creatures within the nonchaotic called creature.
area. It cannot be used to imprison a
creature. Diminished Effects The spell can only be
used to protect all creatures within the
Heightened Effects The once trapped, the area. It cannot be used to imprison a
creature cannot use its spell resistance to creature.
test the trap.
Heightened Effects The once trapped, the
creature cannot use its spell resistance to
MAGIC CIRCLE AGAINST GOOD test the trap.
School abjuration [evil]; Classes antipaladin,
cleric/oracle, inquisitor, sorcerer/wizard, summoner;
Domains evil MAGIC FANG, GREATER
DESCRIPTION
School transmutation; Classes druid, ranger, summoner
This spell functions like magic circle against evil, EFFECT

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).

Greater magic fang can be made permanent with a


permanency spell.

Diminished Effects The spell’s range is


reduced to touch and its duration is
reduced to 10 minutes/level.

Heightened Effects May imbue all of the


creature's natural weapons with an
enhancement bonus on attack and

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Compendium Arcanum Volume 4: 3rd Level Spells

damage rolls is equal to +1 per four caster MALICIOUS SPITE


levels (maximum +5), but you must divide
School enchantment (compulsion) [emotion, mind-
the duration in 1-hour intervals among the affecting]; Classes bard
imbued natural weapons. CASTING

Casting Time 1 standard action


Components V, S, M (powdered turquoise worth 150 gp)
MAGIC WEAPON, GREATER EFFECT

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.

Heightened Effects The spell can target


any number of creatures. The focus of
their malicious intent must be the same

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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

Casting Time 1 standard action


Components V, S, F (a piece of paper with the target's MARKS OF FORBIDDANCE
name) School abjuration [mind-affecting]; Classes paladin
EFFECT CASTING
Range medium (100 ft. + 10 ft./level) Casting Time 1 standard action
Target one willing creature Components V, S
Duration 10 minutes/level or until you return to your
EFFECT
body
Saving Throw Will negates (see text); Spell Resistance Range close (25 ft. + 5 ft./2 levels)
yes Targets one enemy and one ally
Duration 1 round/level
DESCRIPTION
Saving Throw Will negates; see text; Spell Resistance
You project your soul out of your body and into the yes
DESCRIPTION
body of a willing creature. This possession is
blocked by protection from evil or a similar ward. Marks of forbiddance magically brand two
The target's soul shares its body with you; it is creatures, preventing them from committing
helpless but can still use its senses. You and the violence against one another. When you cast this
target's soul can communicate telepathically as if spell choose one enemy and one ally within range.
using a common language. Both targets become branded with the sigil of
You keep your Intelligence, Wisdom, Charisma, forbiddance. Until the end of the spell's duration, in
level, class, base attack bonus, base save bonuses, order for the two targets to attack one another,
alignment, and mental abilities. The body retains even with a targeted spell, each attacker must
its Strength, Dexterity, Constitution, hit points, attempt a Will save. If the save succeeds, that
natural abilities, and natural attacks (such as a bite target can attack the other normally. If the save
or sting). A body with extra limbs does not allow fails, the target can't follow through with the attack
you to make more attacks (or more advantageous and the action is lost. This spell does not prevent
two-weapon attacks) than normal. You can't the targets from attacking each other with area of
choose to activate the body's extraordinary, spell- effect spells or abilities.
like, or supernatural abilities. Diminished Effects The targets gain a +5
As a standard action, you can return to your own bonus on their Will saves to attack one
body, ending the spell. While your soul is another.
possessing the target, your body is helpless. If the Heightened Effects Each time the spell
host body is slain, you return to your own body if it prevents one of the two targets from
is within range, and the life force of the host attacking the other, the attacking target
departs (it is slain). If the host body is slain beyond takes 1d4 points of damage plus your
the range of the spell, both you and the host die. Charisma bonus.
Any life force with nowhere to go is treated as slain.

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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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Compendium Arcanum Volume 4: 3rd Level Spells

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

Creatures can only enjoy the benefits of Range touch


this spell once in any 1-month period. Target creature or object of up to 1 cu. ft./level touched
Duration instantaneous or 10 min./level; see text
Saving Throw Will negates (harmless, object); Spell
NATURE'S EXILE Resistance yes (harmless, object)
DESCRIPTION
School transmutation; Classes druid, witch
CASTING You detoxify any sort of venom in the creature or
Casting Time 1 standard action object touched. If the target is a creature, you must
Component V, S, DF make a caster level check (1d20 + caster level)
EFFECT against the DC of each poison affecting the target.
Range touch Success means that the poison is neutralized. A
Target creature touched
Duration permanent
cured creature suffers no additional effects from
Saving Throw Will negates; Spell Resistance yes the poison, and any temporary effects are ended,
DESCRIPTION but the spell does not reverse instantaneous
effects, such as hit point damage, temporary ability
This spell curses the creature touched, making it
damage, or effects that don't go away on their
inimical to the natural world. All animals have an
own.
initial attitude of hostile toward the target.
Familiars, being magical beasts, are not affected by This spell can instead neutralize the poison in a
this spell, but animal companions are. If you have poisonous creature or object for 10 minutes per
an animal companion, it does not become hostile, level, at the caster's option. If cast on a creature,
but as long as you remain cursed, your animal the creature receives a Will save to negate the
companion takes a –2 penalty on all attack rolls, effect.
skill checks, and saving throws. The target also
Diminished Effects Your caster level
takes a –10 penalty on Survival skill checks as the
check suffers a –3 penalty.

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Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects The spell also spells: nondetection and communal


reverses instantaneous effects inflicted by nondetection.
poisons within the last hour.

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

EFFECT Casting Time 1 standard action


Range touch Components V, S, M/DF (chameleon skin)
Target creature or object touched EFFECT
Duration 1 hour/level Range touch
Saving Throw Will negates (harmless, object); Spell Target one object touched of up to 100 lbs./level
Resistance yes (harmless, object) Duration 8 hours (D)
DESCRIPTION Saving Throw Will negates (object); Spell Resistance
yes (object)
The warded creature or object becomes difficult to
DESCRIPTION
detect by divination spells such as
clairaudience/clairvoyance, locate object, and detect This spell hides an object from location by
spells. Nondetection also prevents location by such divination (scrying) effects, such as the scrying spell
magic items as crystal balls. If a divination is or a crystal ball. Such an attempt automatically fails
attempted against the warded creature or item, the (if the divination is targeted on the object) or fails
caster of the divination must succeed on a caster to perceive the object (if the divination is targeted
level check (1d20 + caster level) against a DC of 11 + on a nearby location, object, or person).
the caster level of the spellcaster who cast Diminished Effects The spell’s duration is
nondetection. If you cast nondetection on yourself or reduced to 2 hours (D) and can only target
on an item currently in your possession, the DC is an object up to 25 lbs./level (maximum 100
15 + your caster level. lbs.).
If cast on a creature, nondetection wards the Heightened Effects You divide the
creature's gear as well as the creature itself. duration in 1-hour increments among up
Diminished Effects The spell’s target to eight objects touched.
becomes object touched. It cannot affect
Creatures

Heightened Effects The spell’s target


becomes creatures or objects touched,
and you divide the duration into 1-hour
increments among the creatures or
objects touched.

Caution! Spells Merge! This spell


combines the effects of the following

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Compendium Arcanum Volume 4: 3rd Level Spells

OBSIDIAN FLOW OVERWHELMING GRIEF


School transmutation [earth, fire]; Classes summoner School enchantment (compulsion) [emotion, mind-
CASTING affecting]; Classes bard
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a small piece of obsidian) Casting Time 1 standard action
EFFECT Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius burst Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous Target one creature
Saving Throw Reflex partial, see text; Spell Resistance Duration 1 round/level
no Saving Throw Will negates (see text); Spell Resistance
DESCRIPTION yes
DESCRIPTION
You convert a thin layer of the ground to molten
glass that cools quickly. Creatures in the area take You cause a single opponent to become profoundly
1d6 points of fire damage per two caster levels stricken with intense grief. He can take no actions,
(maximum of 10d6) and become entangled. Any takes a –2 penalty to Armor Class, and loses his
creature within the area that makes a successful Dexterity bonus (if any). He can attempt a new save
Reflex save takes half damage and is not each round to break the spell's effect.
entangled. An entangled creature can attempt to Diminished Effects The spell’s duration is
free itself by spending a move action to attempt a reduced to 1 round.
Strength check or Escape Artist check (the DC
Heightened Effects The spell affects all
equals the spell's saving throw DC).
creatures in a 10-foot-radius burst from
The ground is covered with slippery expanses and the target creature.
sharp shards of obsidian. The area of effect is
difficult terrain, and the DC of Acrobatics checks
within the area of effect increases by 5. A successful
DC 15 Acrobatics check is required to run or charge P
across the area. A creature that falls prone in the
area takes 1d6 points of damage from sharp
obsidian. PELLET BLAST

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

This spell creates an explosion of conjured metal


pellets, striking everything within its area and
dealing 1d8 points of piercing damage per two

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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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Compendium Arcanum Volume 4: 3rd Level Spells

level (maximum 50). In addition, the entity PHANTOM STEED


gains the following ability at caster level
School conjuration (creation); Classes bard, magus,
14th: The entity can fly at its speed with a sorcerer/wizard
bonus on Fly skill checks equal to your CASTING

caster level. Casting Time 10 minutes


Components V, S
EFFECT
PHANTOM DRIVER Range 0 ft.
School conjuration (creation); Classes bard, Effect one quasi-real, horse-like creature
sorcerer/wizard Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
CASTING
DESCRIPTION
Casting Time 10 minutes
Components V, S You conjure a Large, quasi-real, horse-like creature
EFFECT
(the exact coloration can be customized as you
Range 10 ft.
wish). It can be ridden only by you or by the one
Effect one quasi-real, humanlike creature
Duration 1 hour/level (D) person for whom you specifically created the
Saving Throw none; Spell Resistance no mount. A phantom steed has a black head and
DESCRIPTION body, gray mane and tail, and smoke-colored,
You conjure a Small or Medium, quasi-real, insubstantial hooves that make no sound. It has
humanlike creature (the exact physical features can what seems to be a saddle, bit, and bridle. It does
be customized as you wish). This creation can drive not fight, but animals shun it and refuse to attack
any vehicle you command it to. This phantom it.
creature does not fight, and while animals that The mount is AC 18 (–1 size, +4 natural armor, +5
power a muscle-propelled vehicle driven by the Dex) and 7 hit points + 1 hit point per caster level. If
creature do respond to its commands, animals it loses all its hit points, the phantom steed
otherwise shun the creature and refuse to attack it. disappears. A phantom steed has a speed of 20 feet
The rider has an AC of 20 (+1 size, +4 natural armor, per two caster levels, to a maximum of 100 feet at
+5 Dex) if it is a Small creature or an AC of 19 (+4 10th level. It can bear its rider's weight plus up to 10
natural armor, +5 Dexterity) if it is a Medium pounds per caster level.
creature. It has 7 hit points + 1 hit point per caster These mounts gain certain powers according to
level. If it loses all its hit points, the phantom driver caster level. A mount's abilities include those of
disappears. A phantom driver has a land speed of mounts of lower caster levels.
30 feet, and makes all driver skill checks (no matter
8th Level: The mount can ride over sandy, muddy,
what skills are needed to drive the vehicle) as your
or even swampy ground without difficulty or
caster level + your Intelligence modifier.
decrease in speed.
Diminished Effects The spell’s duration is
10th Level: The mount can use water walk at will
reduced to 10 minutes per caster level.
(as the spell, no action required to activate this
Heightened Effects The rider has an AC of ability).
22 (+1 size, +4 natural armor, +7 Dex) if it is
12th Level: The mount can use air walk at will (as
a Small creature or an AC of 21 (+4 natural
the spell, no action required to activate this
armor, +7 Dex) if it is a Medium creature. It
ability) for up to 1 round at a time, after which it
has 9 hit points + 3 hit points per two
falls to the ground.
caster levels.

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Compendium Arcanum Volume 4: 3rd Level Spells

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

Diminished Effects The poison deals 1d3 PROTECTION FROM ENERGY


points of Strength or Dexterity damage
School abjuration; Classes alchemist, cleric/oracle,
per round for 6 rounds. You must choose druid, inquisitor, sorcerer/wizard, summoner; Domains
the ability damage type when you cast the luck, protection
spell. CASTING

Casting Time 1 standard action


Heightened Effects The poison deals one Components V, S, DF
of the following amounts of ability EFFECT

damage per round for six rounds: 1d6 Range touch


Strength damage, 1d6 Dexterity damage, Target creature touched
Duration 10 min./level or until discharged
1d4 Constitution damage, 1d6 Intelligence
Saving Throw Fortitude negates (harmless); Spell
damage, 1d6 Wisdom damage, or 1d8 Resistance yes (harmless)
Charisma damage. You must choose the DESCRIPTION

ability damage type when you cast the


Protection from energy grants temporary immunity
spell.
to the type of energy you specify when you cast it
(acid, cold, electricity, fire, or sonic). When the spell
PRAYER absorbs 12 points per caster level of energy
School enchantment (compulsion) [mind-affecting]; damage (to a maximum of 120 points at 10th level),
Classes cleric/oracle, inquisitor, paladin; Domains it is discharged.
archon (good, law), community, leadership
CASTING
Protection from energy overlaps (and does not stack
Casting Time 1 standard action with) resist energy. If a character is warded by
Components V, S, DF protection from energy and resist energy, the
EFFECT protection spell absorbs damage until its power is
Range 40 ft. exhausted.
Area all allies and foes within a 40-ft.-radius burst
centered on you Diminished Effects The spell’s duration is
Duration 1 round/level reduced to 1 minute/level, and you may
Saving Throw none; Spell Resistance yes
only target yourself.
DESCRIPTION

Heightened Effects You divide the


You bring special favor upon yourself and your
duration in 10-minute intervals among the
allies while bringing disfavor to your enemies. You
creatures touched. Once the spell absorbs
and each of your allies gain a +1 luck bonus on
12 points of energy damage per caster
attack rolls, weapon damage rolls, saves, and skill
level (maximum 120 points) for a subject,
checks, while each of your foes takes a –1 penalty
the spell’s effects end for that subject.
on such rolls.
Caution! Spells Merge! This spell
Diminished Effects The spell’s range and
combines the effects of the following
area is reduced to a 20-foot-radius burst,
spells: protection from energy and
and enemies may attempt a will save to
communal protection from energy.
ignore the spell’s effect.

Heightened Effects You and each of your


allies gain a +2 luck bonus on attack rolls,
weapon damage rolls, saves, and skill
checks, while each of your foes takes a –2
penalty on such rolls.

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Compendium Arcanum Volume 4: 3rd Level Spells

PUP SHAPE PURGING FINALE [ERRATA]


School transmutation (polymorph); Classes druid, School conjuration (healing); Classes bard
sorcerer/wizard, witch CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Component V, S, M (a rag doll) EFFECT
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Range close (25 ft. + 5 ft./2 levels) Target one living creature
Target one animal or magical beast. Duration instantaneous
Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance
Saving Throw Fortitude negates (and Will special, see yes (harmless)
text); Spell Resistance yes DESCRIPTION
DESCRIPTION
You must have a bardic performance in effect to
You transform the subject animal into a Small cast this spell. With a flourish, you immediately end
magical beast, creating a young magical version of your bardic performance, removing one of the
itself for a short period of time. While in this form, following conditions on a creature within range
the target has only 1 HD (maximum hit points), and affected by your bardic performance: cowering,
the target takes a –4 penalty to Strength, dazzled, exhausted, paralyzed, shaken, or stunned.
Constitution, Intelligence and Wisdom (minimum
1). The creature also gains a +4 size bonus to Diminished Effects You may only use the
Dexterity and a +2 natural bonus. spell remove one of the following
conditions from the spell’s target: dazzled,
Any nonevil creature that attempts to attack a fatigued, shaken, or stunned.
creature in this form must succeed at a Will saving
throw (using the DC of the spell) to overcome Heightened Effects The spell’s range
feelings of guilt and protectiveness toward the becomes 10 feet and its effect becomes a
young and innocent-seeming creature. On a failed 10-foot-radius burst centered on you. By
saving throw, it cannot follow through with the ending your bardic performance, you
attack, that part of the action is lost, and it can't removing one of the following conditions
directly attack the transformed creature for the on all creatures within the area of the burst
duration of the spell or until the spell's target affected by your bardic performance:
attacks it. This part of the spell is a mind-affecting cowering, dazzled, exhausted, paralyzed,
effect. Evil creatures have no qualms about shaken, or stunned. The same condition
attacking the target of this spell, in fact, some must be removed from all affected
particularly heinous creatures might go out of their creatures.
ways to do the target harm.

Diminished Effects The spell’s range is


reduced to touch.

Heightened Effects Even evil creatures


must succeed at a Will saving throw to
attack the target of the spell.

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Compendium Arcanum Volume 4: 3rd Level Spells

make Will saves. If they fail the Will save,


Q they take no damage but are forced back
to their proper plane. If they succeed on
the Will save, they remain on this plane
QUENCH but take the same damage as creatures
School transmutation; Classes druid with the fire subtype (and not the
CASTING extraplanar subtype).
Casting Time 1 standard action
Components V, S, DF
EFFECT

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


Area or Target one 20-ft. cube/level (S) or one fire-
R
based magic item
Duration instantaneous
Saving Throw none or Will negates (object); Spell RAGE
Resistance no or yes (object) School enchantment (compulsion) [emotion, mind-
DESCRIPTION affecting]; Classes alchemist, sorcerer/wizard,
summoner, witch; Domain demon (chaos, evil),
Quench is often used to put out forest fires and destruction, ferocity, madness; Bloodlines abyssal
other conflagrations. It extinguishes all nonmagical CASTING
fires in its area. The spell also dispels any fire spells Casting Time 1 standard action
in its area, though you must succeed on a dispel Components V, S
check (1d20 +1 per caster level, maximum +15) EFFECT

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

Casting Time 1 round


Components V, S, M/DF (a square of red cloth)
EFFECT

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


Effect one swarm of poisonous frogs
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance no
DESCRIPTION

You summon a swarm of poisonous frogs (see


below), which attacks all other creatures within its
area. (You may summon the swarm so that it
shares the area of other creatures.) If no living
creatures are within its area, the swarm attacks or
pursues the nearest creature as best it can. The
caster has no control over its target or direction of
travel.

Diminished Effects The swarm’s poison


special attack deals Dexterity damage
instead of Constitution damage.

Heightened Effects The summoned


swarm has maximum hit points and lasts
for 1d6+2 rounds after you are done
concentrating.

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Compendium Arcanum Volume 4: 3rd Level Spells

A character that is already fatigued instead


POISONOUS FROG SWARM (CR 4)
becomes exhausted.
XP 1,200
N Diminutive animal (swarm) This spell has no effect on a creature that is already
Init +4; Senses low-light vision, tremorsense 30 ft.;
exhausted. Unlike normal exhaustion or fatigue,
Perception +4
the effect ends as soon as the spell's duration
DEFENSE
expires.
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Diminished Effects The spell duration is
Fort +5, Ref +10, Will +3
Defensive Abilities swarm traits; Immune weapon reduced to 1 round per caster level.
damage
Heightened Effects You gain a +2
OFFENSE
competence bonus on your ranged touch
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison) attack roll.
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison
STATISTICS
RECKLESS INFATUATION
Str 1, Dex 19, Con 8, Int 1, Wis 10, Cha 2 School enchantment (compulsion) [emotion, mind-
Base Atk +6; CMB —; CMD — affecting]; Classes sorcerer/wizard, witch
Feats Weapon FinesseB CASTING
Skills Climb +12, Perception +4; Racial Modifiers
Casting Time 1 standard action
+4 Perception
Components V, S
SPECIAL ABILITIES
EFFECT
Poison (Ex) Injury; save Fort DC 13; frequency
Range close (25 ft. + 5 ft./2 levels)
1/round for 6 rounds; effect 1d4 Con damage; cure
Target one creature
1 save. The save DC is Constitution-based and
Duration 1 day/level
includes a +2 racial bonus.
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION

RAY OF EXHAUSTION You fill your target with feelings of intense


School necromancy; Classes magus, sorcerer/wizard, infatuation for a specific individual known to the
witch; Bloodlines accursed target. At the time of the casting, you designate a
CASTING
single creature as the focus of the target's desire.
Casting Time 1 standard action
Thereafter, the target does all it can to remain
Components V, S, M (a drop of sweat)
EFFECT
within 30 feet of the object of its desire. If the
Range close (25 ft. + 5 ft./2 levels)
target moves outside this range, it gains the
Effect ray staggered condition until it is again near the focus
Duration 1 min./level of its desire. If remaining within 30 feet of the focus
Saving Throw Fortitude partial; see text; Spell
of its affection would place the target in obvious
Resistance yes
DESCRIPTION
physical danger, the target can attempt a second
save to break the spell's effect.
A black ray projects from your pointing finger. You
must succeed on a ranged touch attack with the ray Reckless infatuation counters unadulterated
to strike a target. loathing.

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.

Heightened Effects The spell’s casting


time is reduced to 1 standard action and its
REDUCE PERSON, MASS
range is increased to medium (100 ft. + 10
School transmutation; Classes summoner
ft./level).
CASTING

Casting Time 1 round


Components V, S, M (a pinch of powdered iron)
EFFECT

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


Target one humanoid creature/level, no two of which
can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION

This spell causes instant diminution of humanoid


creatures, halving their height, length, and width
and dividing its weight by 8. This decrease changes
the creatures’ size category to the next smaller one.
The targets gain a +2 size bonus to Dexterity, a –2
size penalty to Strength (to a minimum of 1), and a

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Compendium Arcanum Volume 4: 3rd Level Spells

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

Remove blindness/deafness counters and dispels Casting Time 1 standard action


blindness/deafness. Components V, S
EFFECT
Diminished Effects The blindness or Range touch
deafness is not healed, it is only Target creature touched
suppressed for 1 hour per caster level. Duration instantaneous
Saving Throw Fortitude negates (harmless); Spell
Heightened Effects The spell cures both Resistance yes (harmless)
blindness and deafness. DESCRIPTION

Remove disease can cure all diseases from which


REMOVE CURSE the subject is suffering. You must make a caster
level check (1d20 + caster level) against the DC of
School abjuration; Classes bard, cleric/oracle, inquisitor,
paladin, witch; Domains liberation each disease affecting the target. Success means
CASTING that the disease is cured. The spell also kills some
Casting Time 1 standard action hazards and parasites, including green slime and
Components V, S others.
EFFECT

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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Compendium Arcanum Volume 4: 3rd Level Spells

REPEL VERMIN RESINOUS SKIN


School abjuration [pain]; Classes ranger School transmutation; Classes alchemist, druid,
CASTING sorcerer/wizard
CASTING
Casting Time 1 standard action
Components V, S, DF Casting Time 1 standard action
EFFECT Components V, S
EFFECT
Range 10 ft.
Area 10-ft.-radius emanation centered on you Range personal
Duration 10 min./level (D) Target you
Saving Throw none or Will negates; see text; Spell Duration 10 minutes/level
Resistance yes Saving Throw see text; Spell Resistance no
DESCRIPTION DESCRIPTION

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.

Heightened Effects You gain DR 5/magic,


as well as a +6 circumstance bonus to your
CMD against disarm attempts and on

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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

impose a –4 penalty on attack rolls, skills checks,


and ability checks. On a successful Fortitude save, S
the penalty only lasts for 1 round. A target who
worships the same god as you takes a –2 penalty on
its saving throw. SACRED BOND
Diminished Effects The target is wracked School conjuration (healing); Classes cleric/oracle
CASTING
with shooting pains that impose a –2
penalty on attack rolls, skills checks, and Casting Time 1 round
Components V, S, F (a pair of golden bracelets worth
ability checks. On a successful Fortitude 100 gp each worn by both you and the target)
save, the penalty is negated. EFFECT

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.

Heightened Effects Allies within the area


of the spell only regain 3d6 hit points.

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SANCTIFY ARMOR category. A creature whose age is unknown is


treated as if the spell advances it to middle age.
School abjuration [good]; Classes paladin
CASTING
Ageless or immortal creatures are immune to this
Casting Time 1 standard action
spell.
Components V, S
If you cast this on an object, construct, or undead
EFFECT
creature, it takes 3d6 points of damage + 1 point
Range touch
Target armor touched
per caster level (maximum +15) as time weathers
Duration 1 minute/level and corrodes it. This version of the spell has an
Saving Throw Will negates (harmless, object); Spell instantaneous duration.
Resistance yes (harmless, object)
DESCRIPTION Diminished Effects The spell’s duration is
reduced to 1 minute per caster level. If you
You imbue your armor with a righteous aura. It
cast it on an object, construct, or undead
gains a +1 enhancement bonus per four caster
creature, it takes 2d6 points of damage + 1
levels (maximum +5 at 20th level). When using your
point per caster level (maximum +10).
judgment or smite ability, you gain DR 5/evil.
Heightened Effects The target is
An outfit of regular clothing counts as armor that
advanced two age categories. A creature
grants no AC bonus for the purpose of this spell.
cannot be aged beyond venerable. A
Diminished Effects The spell’s duration is creature whose age is unknown is treated
reduced to 1 round per caster level, and as if the spell advances it to old age. If you
your armor is only imbued with a +1 cast it on an object, construct, or undead
enhancement bonus. creature, it takes 4d6 points of damage + 1
Heightened Effects The spell’s duration point per caster level (maximum +20).
increased to 1 hour per caster level, and
you may imbue any suit of armor, not just SCREECH
one you are wearing.
School evocation [sonic]; Classes witch
CASTING

SANDS OF TIME Casting Time 1 standard action


Components V
School necromancy; Classes cleric/oracle, EFFECT
sorcerer/wizard, witch
Range 30 ft.
CASTING
Area 30-ft.-radius spread centered on you
Casting Time 1 standard action Duration instantaneous
Components V, S Saving Throw Fortitude negates; Spell Resistance yes
EFFECT DESCRIPTION

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

Body part, lock of hair, bit of nail, –10


etc.
You can change the sounds that creatures or
*You must have some sort of connection (see below) to a creature of which objects make. You can create sounds where none
you have no knowledge.
exist, deaden sounds, or transform sounds into
If the save fails, you can see and hear the subject other sounds. All affected creatures or objects must
and its surroundings (approximately 10 feet in all be transmuted in the same way. Once the
directions of the subject). If the subject moves, the transmutation is made, you cannot change it. You
sensor follows at a speed of up to 150 feet. can change the qualities of sounds but cannot
create words with which you are unfamiliar
yourself.

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Compendium Arcanum Volume 4: 3rd Level Spells

A spellcaster whose voice is changed dramatically Heightened Effects A creature struck by


is unable to cast spells with verbal components. this ray of light takes 1d10 points of
damage per two caster levels (maximum
Diminished Effects The spell’s range
5d10). An undead creature takes 1d8
becomes touch, and its target becomes
points of damage per caster level
one creature.
(maximum 10d8), and an undead creature
Heightened Effects The spell’s range particularly vulnerable to bright light takes
becomes medium (100 ft. + 10 ft./level). 1d10 points of damage per caster level
(maximum 10d10). A construct or
SEARING LIGHT inanimate object takes only 1d8 points of
damage per two caster levels (maximum
School evocation; Classes cleric/oracle, inquisitor;
Domain glory, sun
5d8).
CASTING

Casting Time 1 standard action SECRET PAGE


Components V, S
EFFECT School transmutation; Classes bard, sorcerer/wizard
CASTING
Range medium (100 ft. + 10 ft./level)
Effect ray Casting Time 10 minutes
Duration instantaneous Components V, S, M (powdered herring scales and a vial
Saving Throw none; Spell Resistance yes of will-o'-wisp essence)
DESCRIPTION EFFECT

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.

Heightened Effects The spell’s casting SEPIA SNAKE SIGIL


time is reduced to 1 minute.
School conjuration (creation) [force]; Classes bard,
sorcerer/wizard, witch
CASTING
SEE INVISIBILITY
Casting Time 10 minutes
School divination; Classes bard Components V, S, M (powdered amber worth 500 gp
CASTING and a snake scale)
Casting Time 1 standard action EFFECT
Components V, S, M (talc and powdered silver) Range touch
EFFECT Target one touched book or written work
Range personal Duration permanent or until discharged; until released
Target you or 1d4 days + 1 day/level; see text
Duration 10 min./level (D) Saving Throw Reflex negates; Spell Resistance no
DESCRIPTION DESCRIPTION

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

SHARE SENSES School transmutation [earth]; Classes druid,


sorcerer/wizard
School divination (scrying); Classes witch CASTING
CASTING
Casting Time 1 standard action
Casting Time 1 full round Components V, S, M (a handful of sand)
Components V, S, M (a hair, scale, or feather from your EFFECT
familiar)
Range medium (100 ft. + 10 ft./level)
EFFECT
Area 20-ft.-radius spread
Range long (400 ft. + 40 ft./level) Duration 1 round/level (D)
Target your familiar Saving Throw Reflex negates; see text; Spell Resistance
Duration 1 minute/level (D) no
Saving Throw Will negates (harmless); Spell Resistance DESCRIPTION
yes (harmless)
DESCRIPTION You cause an earthen or sandy surface to shift and
churn within the area. The shifting sand obliterates
Spending a moment in meditation and conjuring an
tracks and is considered difficult terrain. Acrobatics
image of the creature to mind, you reshape your
checks in the area take a penalty equal to your
link with your familiar, causing it to functions like a
caster level (maximum –10). Creatures entering or
scrying sensor. Upon casting this spell you can
beginning their turn in the shifting sand must make
hear, see, or smell (any one, your choice) what your
a Reflex save each round or become entangled until
familiar is experiencing. You gain the benefits of
the beginning of their next turn. If they attempt to
any nonmagical special abilities your familiar has
move while entangled, they must make a second
tied to the chosen sense (such as low-light vision or
Reflex save or fall prone. Creatures with the

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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

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


Area cylinder (40-ft. radius, 20 ft. high)
SHRINK ITEM Duration 1 round/level
Saving Throw none; Spell Resistance no
School transmutation; Classes sorcerer/wizard
DESCRIPTION
CASTING

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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SLOW SMUG NARCISSISM


School transmutation; Classes bard, magus, School enchantment (compulsion) [emotion, mind-
sorcerer/wizard affecting]; Classes bard
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S, M (a drop of molasses) Components V, S, M (a tiny shard of a mirror)
EFFECT EFFECT

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.

Heightened Effects The spell affects all


creatures within a 10-foot-radius burst
from the target creature, up to 1 creature
per three caster levels. Creatures closest to
the target creature are affected first.

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Compendium Arcanum Volume 4: 3rd Level Spells

SNARE creatures at 24th level). The DC for


Perception, Escape Artist, and Strength
School transmutation; Classes druid
CASTING
checks is increased to 24.
Casting Time 3 rounds
Components V, S, DF
SPEAK WITH ANIMALS
EFFECT

Range touch School divination; Classes bard


Target touched nonmagical circle of vine, rope, or thong CASTING

with a 2 ft. diameter + 2 ft./level Casting Time 1 standard action


Duration Until triggered or broken Components V, S
Saving Throw none; Spell Resistance no EFFECT
DESCRIPTION
Range personal
Target you
This spell enables you to make a snare that
Duration 1 min./level
functions as a magic trap. The snare can be made
DESCRIPTION
from any supple vine, a thong, or a rope. When you
cast snare upon it, the cordlike object blends with You can ask questions of and receive answers from
its surroundings (DC 23 Perception check for a animals, but the spell doesn't make them any more
character with the trapfinding ability to locate). friendly than normal. Wary and cunning animals are
One end of the snare is tied in a loop that contracts likely to be terse and evasive, while the more stupid
around one or more of the limbs of any creature ones make inane comments. If an animal is friendly
stepping inside the circle. toward you, it may do some favor or service for
you.
If a strong and supple tree is nearby, the snare can
be fastened to it. The spell causes the tree to bend, Diminished Effects The spell’s duration is
straightening when the loop is triggered, dealing reduced to 1 round/level.
1d6 points of damage to the creature trapped and Heightened Effects The spell’s range
lifting it off the ground by the trapped limb or becomes touch and its target becomes
limbs. If no such tree is available, the cordlike creature touched.
object tightens around the creature, dealing no
damage but causing it to be entangled.
SPEAK WITH DEAD
The snare is magical. To escape, a trapped creature
School necromancy [language-dependent]; Classes
must make a DC 23 Escape Artist check or a DC 23 cleric/oracle, inquisitor, witch; Domains knowledge,
Strength check that is a full-round action. The repose
snare has AC 7 and 5 hit points. A successful escape CASTING

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

time increases to 1 minute and it can only Range 10 ft.


be used to entangle. The DC for Target one dead creature
Duration 1 min./level
Perception, Escape Artist, and Strength
Saving Throw Will negates; see text; Spell Resistance
checks is reduced to 22. no
DESCRIPTION
Heightened Effects The spell’s casting
time is reduced to 1 round, and can trap or You grant the semblance of life to a corpse,
entangle one Small or Medium creature allowing it to answer questions. You may ask one
per four caster levels (maximum six question per two caster levels. The corpse's

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Compendium Arcanum Volume 4: 3rd Level Spells

knowledge is limited to what it knew during life, SPEAK WITH PLANTS


including the languages it spoke. Answers are brief,
School divination; Classes druid
cryptic, or repetitive, especially if the creature CASTING
would have opposed you in life. Casting Time 1 standard action
Components V, S
If the dead creature's alignment was different from
EFFECT
yours, the corpse gets a Will save to resist the spell
Range personal
as if it were alive. If successful, the corpse can Target you
refuse to answer your questions or attempt to Duration 1 min./level
deceive you, using Bluff. The soul can only speak DESCRIPTION

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

Casting Time 1 standard action


Components V, S, DF
EFFECT

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


Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes
DESCRIPTION

Any ground-covering vegetation in the spell's area


becomes very hard and sharply pointed without
changing its appearance.

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Compendium Arcanum Volume 4: 3rd Level Spells

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

You can form an existing piece of stone into any


shape that suits your purpose. While it's possible to
make crude coffers, doors, and so forth with stone
shape, fine detail isn't possible. There is a 30%
chance that any shape including moving parts
simply doesn't work.

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Diminished Effects The spell’s target STRANGLING HAIR


becomes a stone or stone object no larger
School transmutation; Classes sorcerer/wizard, witch
than 1 cu. ft. + 1 cu. ft. per two caster CASTING
levels. Casting Time 1 standard action
Components V, S
Heightened Effects There is only a 10%
EFFECT
chance that any shape that includes
Range close (25 ft. + 5 ft./2 levels)
moving parts simply doesn't work. Target one creature
Duration concentration, up to 1 round/level
Saving Throw none; Spell Resistance yes
STONESKIN DESCRIPTION

School abjuration; Classes summoner


Your hair animates and extends to grapple and
CASTING
constrict an opponent. Make a grapple check
Casting Time 1 standard action
Components V, S, M (granite and diamond dust worth against the target using your caster level as the
250 gp) base attack bonus plus a bonus equal to your
EFFECT Intelligence bonus (if a witch or wizard) or Charisma
Range touch bonus (if a sorcerer). This grapple check does not
Target creature touched
provoke attacks of opportunity. If your hair
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance succeeds in grappling a foe, that creature takes 1d6
yes (harmless) points of damage or your unarmed strike damage,
DESCRIPTION whichever is greater, and gains the grappled
The warded creature gains resistance to blows, condition. Your hair receives a +5 bonus on grapple
cuts, stabs, and slashes. The subject gains DR checks made against opponents it is already
10/adamantine. It ignores the first 10 points of grappling, but cannot move foes or pin foes. Each
damage each time it takes damage from a weapon, round that your hair succeeds on a grapple check, it
though an adamantine weapon bypasses the deals an additional 1d6 points of damage. The CMD
reduction. Once the spell has prevented a total of of your hair, for the purposes of escaping the
10 points of damage per caster level (maximum 150 grapple, is equal to 10 + its CMB.
points), it is discharged. Once you choose a target, your hair continues to
Diminished Effects The spell’s range attack that target independently of your own
becomes personal and its target becomes actions. You may designate a new target as a move
you. action, which causes your hair to release its current
target (if any) and attack the new target that round.
Heightened Effects The spell’s target Your hair cannot be targeted as a separate
becomes creatures touched, and divide creature, but it can be dispelled.
the duration in 10-minute intervals among
the creatures touched. Diminished Effects Each round that your
hair succeeds on a grapple check, it only
Caution! Spells Merge! This spell deals 1d4 points of damage or your
combines the effects of the following unarmed strike damage, whichever is
spells: stoneskin and communal stoneskin. greater. In addition, your hair can be
targeted as a separate creature. It has an
AC equal to 10 + 1/2 your caster level and a
number of hit points equal to your caster
level.

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Heightened Effects Each round that your SUGGESTION


hair succeeds on a grapple check, it deals
School enchantment (compulsion) [language-
addition damage equal to your Intelligence dependent, mind-affecting]; Classes sorcerer/wizard,
bonus (if a witch or wizard) or Charisma witch; Domains charm, devil (evil, law)
bonus (if a sorcerer). CASTING

Casting Time 1 standard action


Components V, M (a snake's tongue and a honeycomb)
STRONG JAW EFFECT

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

Range touch You influence the actions of the target creature by


Target creature touched suggesting a course of activity (limited to a
Duration 1 minute/level
sentence or two). The suggestion must be worded
Saving Throw Fortitude negates (harmless); Spell
Resistance yes (harmless) in such a manner as to make the activity sound
DESCRIPTION reasonable. Asking the creature to do some
obviously harmful act automatically negates the
Laying a hand upon an allied creature's jaw, claws,
effect of the spell.
tentacles, or other natural weapons, you enhance
the power of that creature's natural attacks. Each The suggested course of activity can continue for
natural attack that creature makes deals damage the entire duration. If the suggested activity can be
as if the creature were two sizes larger than it completed in a shorter time, the spell ends when
actually is. If the creature is already Gargantuan or the subject finishes what it was asked to do. You
Colossal-sized, double the amount of damage dealt can instead specify conditions that will trigger a
by each of its natural attacks instead. This spell special activity during the duration. If the condition
does not actually change the creature's size; all of is not met before the spell duration expires, the
its statistics except the amount of damage dealt by activity is not performed.
its natural attacks remain unchanged. A very reasonable suggestion causes the save to be
Diminished Effects Each natural attack made with a penalty (such as –1 or –2).
that creature makes deals damage as if the Diminished Effects The spell’s duration
creature were one size larger than it becomes 10 minutes per caster level.
actually is. If the creature is already
Colossal-sized, double the amount of Heightened Effects Whether or not the
damage dealt by each of its natural attacks target succeeds in its initial saving throw,
instead. it must make a second Will saving throw. If
it fails this second save, the target has no
Heightened Effects Each natural attack idea that you cast a spell on it and does
that creature makes deals damage as if the not remember the suggestion at all.
creature were three sizes larger than it
actually is. If the creature is already Huge,
Gargantuan, or Colossal-sized, double the
amount of damage dealt by each of its
natural attacks instead.

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SYMBOL OF HEALING SIDEBAR: TRIGGERING A SYMBOL SPELL

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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Compendium Arcanum Volume 4: 3rd Level Spells

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.

A symbol spell can be removed by a successful dispel THORN BODY


magic targeted solely on the rune. An erase spell has no School transmutation; Classes alchemist
effect on a symbol spell. Destruction of the surface where a CASTING
symbol spell is inscribed destroys the symbol but also
Casting Time 1 standard action
triggers it. Components V, S, DF
EFFECT

Range personal
Target you
T Duration 1 round/level
DESCRIPTION

This spell causes spines to grow from your exposed


TERRIBLE REMORSE skin, damaging creatures that strike you. Any
School enchantment (compulsion) [emotion, mind- creature striking you with a melee weapon, an
affecting]; Classes bard, inquisitor unarmed strike, or a natural weapon takes 1d6
CASTING
points of piercing damage +1 point per caster level
Casting Time 1 standard action
(maximum +15). Creatures using melee weapons
Components V, S
with reach are unaffected by this spell. Creatures
EFFECT
that successfully grapple you take 2d6 points of
Range close (25 ft. + 5 ft./2 levels)
Target 1 living creature piercing damage +1 point per caster level
Duration 1 round/level (maximum +15). In addition, your natural attacks
Saving Throw Will partial (see text); Spell Resistance
and unarmed strikes deal an additional 1d6 points
yes
of piercing damage.
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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Compendium Arcanum Volume 4: 3rd Level Spells

caster level (maximum +10). Creatures staggered for 1 round. A successful


using melee weapons with reach are Fortitude save halves the damage and
unaffected by this spell. Creatures that negates being staggered.
successfully grapple you take 2d4 points of
Heightened Effects Any creature in the
piercing damage +1 point per caster level
area takes 1d10 points of sonic damage
(maximum +10). In addition, your natural
per caster level (maximum 5d10) and is
attacks and unarmed strikes deal an
stunned for 1 round. A successful Fortitude
additional 1d4 points of piercing damage.
save halves the damage and causes the
Heightened Effects Any creature striking target to be knocked prone instead.
you with a melee weapon, an unarmed
strike, or a natural weapon provokes an
TINY HUT
attack of opportunity from you. If the
School evocation [force]; Classes bard, sorcerer/wizard
creature attacks you with a melee weapon,
CASTING
the attack of opportunity can be used to
Casting Time 1 standard action
perform a disarm, steal, or sunder combat Components V, S, M (a small crystal bead)
maneuver. If the creature attacks you with EFFECT
an unarmed strike or natural weapon, the Range 20 ft.
attack of opportunity can be used to Effect 20-ft.-radius sphere centered on your location
perform a drag, grapple, or trip combat Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
maneuver. Combat maneuvers performed
DESCRIPTION
as part of this spell to not evoke attacks of
opportunity. You create an unmoving, opaque sphere of force of
any color you desire around yourself. Half the
sphere projects above the ground, and the lower
THUNDERING DRUMS hemisphere passes through the ground. As many as
School evocation [sonic]; Classes bard nine other Medium creatures can fit into the field
CASTING
with you; they can freely pass into and out of the
Casting Time 1 standard action hut without harming it. However, if you remove
Components V, S
yourself from the hut, the spell ends.
EFFECT

Range 15 ft. The temperature inside the hut is 70° F if the


Area cone-shaped burst exterior temperature is between 0° and 100° F. An
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
exterior temperature below 0° or above 100°
DESCRIPTION lowers or raises the interior temperature on a 1-
degree-for-1 basis. The hut also provides protection
You strike the ground in front of you, filling the
against the elements, such as rain, dust, and
area in front of you with the thunder of pounding
sandstorms. The hut withstands any wind of less
drums. Any creature in the area takes 1d8 points of
than hurricane force, but a hurricane (75+ mph wind
sonic damage per caster level (maximum 5d8) and
speed) or greater force destroys it.
is knocked prone. A successful Fortitude save
halves the damage and negates being knocked The interior of the hut is a hemisphere. You can
prone. illuminate it dimly upon command or extinguish the
light as desired. Although the force field is opaque
Diminished Effects Any creature in the
from the outside, it is transparent from within.
area takes 1d6 points of sonic damage per
Missiles, weapons, and most spell effects can pass
caster level (maximum 5d6) and is

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Compendium Arcanum Volume 4: 3rd Level Spells

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

each affected ability score). Casting Time 1 standard action


Components V, S
EFFECT
TONGUES Range personal
School divination; Classes sorcerer/wizard Target you
Duration 1 hour/level
CASTING
Saving Throw none; Spell Resistance no
Casting Time 1 standard action
DESCRIPTION
Components V, M/DF (a clay model of a ziggurat)
EFFECT You must hold an elixir, infused extract, poison, or
Range touch potion in hand as you cast this spell. The held
Target creature touched substance drains from its container into a magical
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance
sac in your body. While the spell lasts, you can
no deliver the substance with a mere touch. To do so
DESCRIPTION to an opponent, you must make a successful melee
This spell grants the creature touched the ability to touch attack. If you hit, the substance takes effect
speak and understand the language of any immediately, despite any onset period, and that
intelligent creature, whether it is a racial tongue or opponent receives the normal saving throw (if any)
a regional dialect. The subject can speak only one against the substance. If you miss, the substance
language at a time, although it may be able to remains in the magical sac for you to use later.
understand several languages. Tongues does not This spell protects you from poison in the sac, but
enable the subject to speak with creatures who unless you have the poison use class feature, you
don't speak. The subject can make itself suffer a 5% chance of exposing yourself to the
understood as far as its voice carries. This spell does poison when you first cast the spell. If you roll a
not predispose any creature addressed toward the natural 1 while attempting to inject the poison into
subject in any way. an enemy, you are exposed to it.

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Diminished Effects The spell’s duration is TREE SHAPE


reduced to 10 minutes/level.
School transmutation; Classes ranger
Heightened Effects Whether or not you CASTING

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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TWILIGHT KNIFE Diminished Effects When the knife sneak


attacks, it only inflicts an extra 1d6 points
School evocation [force]; Classes sorcerer/wizard, witch
CASTING
of force damage per six caster levels on a
Casting Time 1 standard action
successful attack.
Components V, S, F (a small knife)
Heightened Effects At 10th level, the knife
EFFECT
gains the corrosive, flaming, frost, or shock
Range close (25 ft. + 5 ft./2 levels)
Effect floating knife of force
weapon property (your choice at the time
Duration 1 round/level (D) of casting). At 15th level, the weapon gains
Saving Throw none; Spell Resistance yes the corrosive burst, flaming burst, icy burst,
DESCRIPTION
or shocking burst weapon property (your
You create a darkly sinister floating knife that choice at the time of casting). The spell
attacks the same creature as you each round. If you gains the elemental descriptor associated
choose not to attack a creature, or you make an with whichever weapon property used.
attack that affects multiple opponents, the knife
makes no attack during that round. The knife uses
your base attack bonus modified by either your
Intelligence or Charisma bonus (whichever is U
higher) when making this attack. Unless you
specifically will it to do otherwise, or it proves
impossible to do so, the knife always maneuvers UNADULTERATED LOATHING
itself so that it can flank your opponent before School enchantment (compulsion) [emotion, mind-
affecting]; Classes sorcerer/wizard, witch
making the attack. The knife deals 1d4 points of
CASTING
force damage on a successful hit and has the same
Casting Time 1 standard action
threat range and critical multipliers as a normal Components V, S, M
dagger. In addition, if the target is denied a EFFECT
Dexterity bonus to AC or the knife flanks the target, Range close (25 ft. + 5 ft./2 levels)
the knife can make sneak attacks as a rogue, Target one creature
inflicting an extra 1d6 points of force damage per Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
four caster levels on a successful attack.
DESCRIPTION

A twilight knife cannot be attacked or harmed by


You fill the target with a terrible loathing aimed at
physical attacks, but dispel magic, disintegrate, a
a specific creature. At the time of the casting, you
sphere of annihilation, or a rod of cancellation
designate a single creature as the object of the
affects it. A twilight knife's AC against touch attacks
target's revulsion. Thereafter, the target does all it
is 12 (10 + size bonus for Tiny object) plus your
can to remain at least 60 feet away from the object
Dexterity modifier.
of its loathing. As soon as the target moves within
If an attacked creature has spell resistance, you this range, it becomes nauseated until it can again
make a caster level check (1d20 + caster level) get away from the object of its revulsion. If
against that spell resistance the first time the traveling beyond 60 feet of the object of its
twilight knife strikes it. If the knife is successfully loathing would place the target in obvious physical
resisted, the spell is dispelled. If not, the weapon danger, the target can attempt a second save to
has its normal full effect on that creature for the break the spell's effect.
duration of the spell.

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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

Casting Time 1 standard action


shadowless, sound mimicry, and trip.
Components V, S, M (a piece of the creature whose form
In this form, you gain a +4 bonus on saves
you plan to assume)
against mind-affecting effects, disease,
EFFECT
poison, sleep, and stunning. If the form
Range personal
Target you has a vulnerability to an attack (such as
Duration 1 minute/level (D) sunlight), you gain that vulnerability.
DESCRIPTION
Tiny undead: If the form you take is that
When you cast this spell, you can assume the form of a Tiny undead, you gain a +4 size
of any Small or Medium corporeal creature of the bonus to your Dexterity, a –2 penalty to
undead type, which must be vaguely humanoid- your Strength, and a +1 natural armor
shaped (like a ghoul, skeleton, or zombie). You gain bonus.
a bite attack (1d6 for Medium forms, 1d4 for Small
forms), two claw or slam attacks (1d6 for Medium Large undead: If the form you take is
forms, 1d4 for Small forms), and darkvision 60 feet. that of a Large undead, you gain a +4
If the form you assume has any of the following size bonus to your Strength, a –2
abilities, you gain the listed ability: climb 30 feet, fly penalty to your Dexterity, and a +4
30 feet (average maneuverability), swim 30 feet, natural armor bonus.
low-light vision, and scent. Caution! Spells Merge! This spell
In this form, you detect as an undead creature (such combines the effects of the following
as with detect undead, but not with magic that spells: undead anatomy I and undead
reveals your true form, such as true seeing) and are anatomy II.
treated as undead for the purposes of channeled
energy, cure spells, and inflict spells, but not for
other effects that specifically target or react
differently to undead (such as searing light).

Small undead: If the form you take is that of a


Small undead, you gain a +2 size bonus to your
Dexterity and a +1 natural armor bonus.

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Compendium Arcanum Volume 4: 3rd Level Spells

UTTER CONTEMPT the subject). The temporary hit points disappear 1


hour later.
School enchantment [emotion]; Classes antipaladin
CASTING Diminished Effects Your touch deals 1d6
Casting Time 1 standard action points of damage per two caster levels
Components V, S, M (spittle)
(maximum 5d6).
EFFECT

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.

Heightened Effects The spell’s target VENOMOUS BOLT


becomes one creature per three caster School necromancy [poison]; Classes ranger
levels, no two of which can be more than CASTING

30 feet apart. Casting Time 1 swift action


Components V, S
EFFECT

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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Compendium Arcanum Volume 4: 3rd Level Spells

damage, 1d6 Wisdom damage, or 1d8 immunity to mind-affecting effects, but


Charisma damage. You must choose the you do gain a +4 bonus on all saving
ability damage type when you cast the throws against such effects.
spell.
Tiny vermin: If you take the form of a
Tiny vermin, you gain a +4 size bonus to
VERMIN SHAPE your Dexterity, a –2 penalty to your
School transmutation (polymorph); Classes druid, witch Strength, and a +1 natural armor bonus.
CASTING
Large vermin: If you take the form of a
Casting Time 1 standard action Large vermin, you gain a +4 size bonus
Components V, S, M (a piece of the creature whose form
you plan to assume) to your Strength, a –2 penalty to your
EFFECT Dexterity, and a +5 natural armor bonus.
Range personal Caution! Spells Merge! This spell
Target you
Duration 1 minute/level
combines the effects of the following
DESCRIPTION spells: vermin shape I and vermin shape II.

When you cast this spell, you assume the form of


any Small or Medium creature of the vermin type. If VERSATILE WEAPON
the form you assume has any of the following School transmutation; Classes magus, sorcerer/wizard
abilities, you gain the listed ability: climb 30 feet, fly CASTING

30 feet (average maneuverability), swim 30 feet, Casting Time 1 standard action


darkvision 60 feet, low-light vision, scent, and Components V, S, M (iron filings)
EFFECT
lunge. You don't gain full immunity to mind-
Range close (25 ft. + 5 ft./2 levels)
affecting effects, but you do gain a +2 resistance
Target one weapon or 50 projectiles, all of which must
bonus on all saving throws against such effects. be together at the time of casting
Duration 1 minute/level
Small vermin: If you take the form of a Small
Saving Throw Will negates (harmless, object); Spell
vermin, you gain a +2 size bonus to your Resistance yes (harmless, object)
Dexterity and a +2 natural armor bonus. DESCRIPTION

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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Compendium Arcanum Volume 4: 3rd Level Spells

one the following types: adamantine or VISION OF HELL


alignment-based.
School illusion (glamer) [evil, fear]; Classes bard,
cleric/oracle, sorcerer/wizard, witch
CASTING
VESTMENT OF THE CHAMPION
Casting Time 1 standard action
School abjuration; Domains nobility, strength, war Components V, M (a pinch of brimstone)
CASTING EFFECT
Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)
Component V, S Effect 50-ft.-radius emanation
EFFECT Duration 1 minute/level (D)
Range touch Saving Throw Will negates; Spell Resistance no
Target armor or shield touched DESCRIPTION
Duration 10 minutes/level
Saving Throw Will negates (harmless, object); Spell You overlay a realistic illusion of a terrifying
Resistance (harmless, object) hellscape upon an area. Structures, equipment, and
DESCRIPTION creatures within the area are not hidden, though
You imbue a suit of armor or a shield you are environmental features take on an infernal
wearing or carrying with an enhancement bonus of appearance. While you are prepared for these
+1 per four caster levels (maximum +5 at 20th images and are not affected by them, any other
level).. If the armor or shield is worn or carried by creature within the area must make a Will save or
anyone other than you, the spell has no effect, but become shaken and also take a –2 penalty on saves
resumes its effect when you are wearing or carrying versus fear effects; the fear and penalty persists as
it again. long as the creature remains in the area. Devils and
any lawful evil creatures suffer no negative effects
An outfit of regular clothing counts as armor that from this spell.
grants no AC bonus for the purpose of this spell.
Diminished Effects The spell’s range
Diminished Effects The spell’s duration becomes close (25 ft. + 5 ft./2 levels), and
decreases to 1 minute/level, and the suit of its effect becomes a 25-foot-radius
armor or shield is only imbued with a +1 emanation.
enhancement bonus.
Heightened Effects Creatures of less than
Heightened Effects The spell’s duration 7 HD within the area must make a Will
increases to 1 hour/level, and you may save or become frightened for 1d4 rounds
imbue any suit of armor or shield, not just and also take a –2 penalty on saves versus
one you are wearing or carrying. fear effects. When the frightened effect
Caution! Spells Merge! This spell ends, a creature of less than 7 HD still
combines the effects of the following within becomes shaken for the duration of
spells: magic vestment and vestment of the the spell.
champion.

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Compendium Arcanum Volume 4: 3rd Level Spells

Heightened Effects Creatures passing


W through the wall must make a Fortitude
save or be blinded for 1d6+1 rounds. The
spell gains the light descriptor.
WALL OF FIRE
School evocation [fire]; Classes summoner WALL OF ICE
CASTING
School evocation [cold]; Classes summoner
Casting Time 1 standard action
CASTING
Components V, S, M/DF (a piece of phosphor)
EFFECT
Casting Time 1 standard action
Components V, S, M (a piece of quartz or rock crystal)
Range medium (100 ft. + 10 ft./level)
EFFECT
Effect opaque sheet of flame up to 20 ft. long/level or a
ring of fire with a radius of up to 5 ft./two levels; either Range medium (100 ft. + 10 ft./level)
form 20 ft. high Effect anchored plane of ice, up to one 10-ft.
Duration concentration + 1 round/level square/level, or hemisphere of ice with a radius of up to
Saving Throw none; Spell Resistance yes 3 ft. + 1 ft./level
DESCRIPTION
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance
An immobile, blazing curtain of shimmering violet yes
fire springs into existence. One side of the wall, DESCRIPTION

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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Compendium Arcanum Volume 4: 3rd Level Spells

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

points of cold damage anytime it is Range touch


touched or struck. Target living creatures touched
Duration 2 hours/level; see text
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
WARD THE FAITHFUL
DESCRIPTION
School abjuration; Classes inquisitor
CASTING
The transmuted creatures can breathe water freely.
Casting Time 1 standard action Divide the duration evenly among all the creatures
Components V, S, DF you touch. The spell does not make creatures
EFFECT unable to breathe air.
Range touch
Area 10-ft.-radius emanation from touched creature
Diminished Effects The spell’s range
Duration 10 minutes/level becomes personal and its target becomes
Saving Throw Will negates (harmless); Spell Resistance you.
no
DESCRIPTION Heightened Effects The target is immune
to all harmful vapors and gases (such as
All creatures within the area who worship the same
cloudkill, as well as inhaled poisons) and
god as you gain a +2 deflection bonus to AC and a
always able to breathe, even underwater
+2 resistance bonus on all saves. At 12th level, these
or in a vacuum.
bonuses increase to +3. At 18th level, the bonuses
increase to +4.

If you do not worship a specific deity, the bonuses


apply to those who share your faith. If you do not

110
Compendium Arcanum Volume 4: 3rd Level Spells

WATER WALK WIND WALL


School transmutation [water]; Classes cleric/oracle, School evocation [air]; Classes cleric/oracle, druid,
ranger, witch; Domains oceans magus, sorcerer/wizard
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S, DF Components V, S, M/DF (a tiny fan and an exotic
EFFECT feather)
EFFECT
Range touch
Targets one touched creature/level Range medium (100 ft. + 10 ft./level)
Duration 10 min./level (D) Effect wall up to 10 ft./level long and 5 ft./level high (S)
Saving Throw Will negates (harmless); Spell Resistance Duration 1 round/level
yes (harmless) Saving Throw none; see text; Spell Resistance yes
DESCRIPTION DESCRIPTION

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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Compendium Arcanum Volume 4: 3rd Level Spells

WITNESS WRATHFUL MANTLE


School divination (scrying); Classes bard, inquisitor, School evocation [force, light]; Classes cleric/oracle,
witch paladin
CASTING CASTING

Casting Time 1 standard action Casting Time 1 standard action


Components V, S Components V, S, DF
EFFECT EFFECT

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.

112
Compendium Arcanum Volume 4: 3rd Level Spells

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