Ranger
Ranger
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poison, detoxifies venom in or on subject. although it may do so in the case of a cursed or trapped docile and harmless. Only ordinary animals (those with
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Plant Growth: Grows vegetation, improves crops. scroll. Furthermore, once the spell is cast and you have Intelligence scores of 1 or 2) can be affected by this
Reduce Animal: Shrinks one willing animal. read the magical inscription, you are thereafter able to spell. All the subjects must be of the same kind, and no
Remove Disease: Cures all diseases affecting read that particular writing without recourse to the use two may be more than 30 feet apart. The maximum
subject. of read magic. You can read at the rate of one page number of HD of animals you can affect is equal to 2d4
Repel Vermin: Insects, spiders, and other vermin (250 words) per minute. The spell allows you to
+ caster level.
stay 10 ft. away. identify a glyph of warding with a DC 13 Spellcraft
The affected creatures remain where they are and do
Summon Nature’s Ally III: Summons creature to check, a greater glyph of warding with a DC 16
not attack or flee. They are not helpless and defend
fight for you. Spellcraft check, or any symbol spell with a Spellcraft
themselves normally if attacked. Any threat breaks the
Tree Shape: You look exactly like a tree for 1 hour/ check (DC 10 + spell level). Read magic can be made
spell on the threatened creatures.
level. permanent with a permanency spell.
Water Walk: Subject treads on water as if solid.
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Ranger Spells Quick Reference Card Layout & Logo is Copyright 2010 Edward Goldstein
Permission to print out for personal use is granted.
Continued: Continued: Continued:
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the
Pass without Trace: One subject/level leaves no Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
tracks. Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See
Read Magic: Read scrolls and spellbooks. http://paizo.com/pathfinderRPG/compatibility for more information on
right Resist Energy: Ignores 10 (or more) points of
damage/attack from specified energy type.
the compatibility license.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Speak with Animals: You can communicate with System Reference Document. Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
animals.
Summon Nature’s Ally I: Summons creature to
material by E. Gary Gygax and Dave Arneson.
left
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
fight for you. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
CO = Core Rulebook
BE = Bestiary
APG = Advanced
Players Guide
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Alarm creates a subtle ward on an area you select. Once You compel a Tiny animal to go to a spot you designate.
the spell effect is in place, it thereafter sounds a mental The most common use for this spell is to get an animal
or audible alarm each time a creature of Tiny or larger to carry a message to your allies. The animal cannot be
size enters the warded area or touches it. A creature one tamed or trained by someone else, including such
that speaks the password (determined by you at the time creatures as familiars and animal companions.
of casting) does not set off the alarm. You decide at the Using some type of food desirable to the animal as a
time of casting whether the alarm will be mental or lure, you call the animal to you. It advances and awaits
audible in nature. your bidding. You can mentally impress on the animal
Mental Alarm: A mental alarm alerts you (and only a certain place well known to you or an obvious
you) so long as you remain within 1 mile of the warded landmark. The directions must be simple, because the
area. You note a single mental “ping” that awakens you animal depends on your knowledge and can’t find a
from normal sleep but does not otherwise disturb destination on its own. You can attach a small item or
The subject or subjects of this spell do not leave Magic fang gives one natural weapon or unarmed strike You can detect a particular kind of animal or plant in a
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footprints or a scent trail while moving. Tracking the of the subject a +1 enhancement bonus on attack and cone emanating out from you in whatever direction you 482151
subjects is impossible by nonmagical means. damage rolls. The spell can affect a slam attack, fist, face. You must think of a kind of animal or plant when
bite, or other natural weapon. The spell does not change using the spell, but you can change the animal or plant
an unarmed strike’s damage from nonlethal damage to kind each round. The amount of information revealed
lethal damage. depends on how long you search a particular area or
Magic fang can be made permanent with a focus on a specific kind of animal or plant.
permanency spell. 1st Round: Presence or absence of that kind of animal
or plant in the area.
2nd Round: Number of individuals of the specified
kind in the area and the condition of the healthiest
specimen.
3rd Round: The condition (see below) and location
of each individual present. If an animal or a plant is
Animals cannot sense the warded creatures. Even You can detect simple pits, deadfalls, and snares as A creature protected by endure elements suffers no harm
extraordinary or supernatural sensory capabilities, such well as mechanical traps constructed of natural from being in a hot or cold environment. It can exist
as blindsense, blindsight, scent, and tremorsense, materials. The spell does not detect complex traps, comfortably in conditions between –50 and 140 degrees
cannot detect or locate warded creatures. Animals including trapdoor traps. Fahrenheit without having to make Fortitude saves. The
simply act as though the warded creatures are not there. Detect snares and pits does detect certain natural creature’s equipment is likewise protected. Endure
If a warded character touches an animal or attacks any hazards—quicksand (a snare), a sinkhole (a pit), or elements doesn’t provide any protection from fire or
creature, even with a spell, the spell ends for all unsafe walls of natural rock (a deadfall). It does not cold damage, nor does it protect against other
recipients. reveal other potentially dangerous conditions. The spell environmental hazards such as smoke, lack of air, and
does not detect magic traps (except those that operate so forth.
by pit, deadfall, or snaring; see the spell snare), nor
mechanically complex ones, nor those that have been
rendered safe or inactive.
The amount of information revealed depends on how
long you study a particular area.
1st Round: Presence or absence of hazards.
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This spell causes tall grass, weeds, and other plants to The subject gets a +10 enhancement bonus on This spell summons to your side a natural creature
wrap around foes in the area of effect or those that enter Acrobatics checks made to attempt high jumps or long (typically an animal, fey, magical beast, outsider with
the area. Creatures that fail their save gain the entangled jumps. The enhancement bonus increases to +20 at the elemental subtype, or a giant). The summoned ally
condition. Creatures that make their save can move as caster level 5th, and to +30 (the maximum) at caster appears where you designate and acts immediately,
normal, but those that remain in the area must save again level 9th. on your turn. It attacks your opponents to the best of
at the end of your turn. Creatures that move into the its ability. If you can communicate with the creature,
area must save immediately. Those that fail must end you can direct it not to attack, to attack particular
their movement and gain the entangled condition. enemies, or to perform other actions as you command.
Entangled creatures A summoned monster cannot summon or otherwise
can attempt to break free as a move action, making a conjure another creature, nor can it use any
Strength or Escape Artist check. The DC for this check teleportation or planar travel abilities. Creatures cannot
is equal to the DC of the spell. The entire area of effect be summoned into an environment that cannot support
is considered difficult terrain while the effect lasts. them. Creatures summoned using this spell cannot use
If the plants in the area are covered in thorns, those spells or spell-like abilities that duplicate spells that
in the area take 1 point of damage each time they fail a have expensive material components (such as wish).
channel positive energy that cures 1d8 points of damage becomes paralyzed and freezes in place. It is aware select: acid, cold, electricity, fire, or sonic. The subject
+ 1 point per caster level (maximum +5). Since undead and breathes normally but cannot take any actions, even gains resist energy 10 against the energy type chosen,
are powered by negative energy, this spell deals speech. Each round on its turn, the subject may attempt meaning that each time the creature is subjected to such
damage to them instead of curing their wounds. An a new saving throw to end the effect. This is a full- damage (whether from a natural or magical source),
undead creature can apply spell resistance, and can round action that does not provoke attacks of that damage is reduced by 10 points before being
attempt a Will save to take half damage. opportunity. A winged creature who is paralyzed cannot applied to the creature’s hit points. The value of the
flap its wings and falls. A swimmer can’t swim and energy resistance granted increases to 20 points at 7th
may drown. level and to a maximum of 30 points at 11th level. The
spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject
could still suffer unfortunate side effects.
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Resist Energy
Continued: Continued: Continued:
Resist energy overlaps (and does not stack with)
protection from energy. If a character is warded by
protection from energy and resist energy, the protection
spell absorbs damage until its power is exhausted.
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detailed descriptions of creatures or answer questions changing its appearance. level creatures of the same kind.
about events outside its immediate vicinity. The spell In areas of bare earth, roots and rootlets act in the Name Subtype
doesn’t make plant creatures any more friendly or same way. Typically, spike growth can be cast in any Ant, giant (worker) -
cooperative than normal. Furthermore, wary and outdoor setting except open water, ice, heavy snow, Elemental (Small) Elemental
cunning plant creatures are likely to be terse and sandy desert, or bare stone. Any creature moving on Giant frog -
evasive, while the more stupid ones may make inane foot into or through the spell’s area takes 1d4 points of Giant spider -
comments. If a plant creature is friendly, it may do some piercing damage for each 5 feet of movement through Goblin dog -
favor or service for you. the spiked area. Horse -
Any creature that takes damage from this spell must Hyena -
also succeed on a Reflex save or suffer injuries to its Octopus -
feet and legs that slow its land speed by half. This Squid -
speed penalty lasts for 24 hours or until the injured Wolf -
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Snare
Continued: Continued: Continued:
off the ground by the trapped limb or limbs. If no
such tree is available, the cordlike object tightens
around the creature, dealing no damage but causing
it to be entangled.
right The snare is magical. To escape, a trapped creature
must make a DC 23 Escape Artist check or a DC 23
Strength check that is a full-round action. The snare
has AC 7 and 5 hit points. A successful escape from
the snare breaks the loop and ends the spell.
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Spike Growth
Continued: Continued: Continued:
creature receives a cure spell (which also restores lost
hit points). Another character can remove the penalty
by taking 10 minutes to dress the injuries and
succeeding on a Heal check against the spell’s save
DC.
Magic traps are hard to detect. A rogue (only) can
use the Perception skill to find a spike growth. The
DC is 25 + spell level, or DC 28 for spike growth (or
right DC 27 for spike growth cast by a ranger). Spike growth left
can’t be disabled with the Disable Device skill.
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Wind Wall
Continued: Continued: Continued:
ranged weapons are not affected.) Gases, most
gaseous breath weapons, and creatures in gaseous
form cannot pass through the wall (although it is no
barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in
any continuous path along the ground that you like. It
is possible to create cylindrical or square wind walls
to enclose specific points.
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caster level check (1d20 + caster level) against the Overgrowth: This effect causes normal vegetation affects a single willing animal. Reduce the damage
DC of each poison affecting the target. Success means (grasses, briars, bushes, creepers, thistles, trees, vines, dealt by the animal’s natural attacks as appropriate
that the poison is neutralized. A cured creature suffers and so on) within long range (400 feet + 40 feet per for its new size (see Chapter 6 how to adjust damage
no additional effects from the poison, and any caster level) to become thick and overgrown. The plants for size).
temporary effects are ended, but the spell does not entwine to form a thicket or jungle that creatures must
reverse instantaneous effects, such as hit point damage, hack or force a way through. Speed drops to 5 feet, or
temporary ability damage, or effects that don’t go away 10 feet for Large or larger creatures. The area must
on their own.
have brush and trees in it for this spell to take effect. If
This spell can instead neutralize the poison in a
this spell is cast on an area that is already affected by
poisonous creature or object for 10 minutes per level,
any spell or effect that enhances plants, such as
at the caster’s option. If cast on a creature, the creature
entangle or wall of thorns, any DC involved with these
receives a Will save to negate the effect.
Remove disease can cure all diseases from which the An invisible barrier holds back vermin. A vermin with This spell functions like summon nature’s ally I,
subject is suffering. You must make a caster level check HD of less than one-third your level cannot penetrate except that you can summon one 3rd-level creature,
(1d20 + caster level) against the DC of each disease the barrier. 1d3 2nd-level creatures of the same kind, or 1d4+1
affecting the target. Success A vermin with HD of one-third your level or more 1st-level creatures of the same kind.
means that the disease is cured. The spell also kills can penetrate the barrier if it succeeds on a Will save.
some hazards and parasites, including green slime and Even so, crossing the barrier deals the vermin 2d6
others. points of damage, and pressing against the barrier
Since the spell’s duration is instantaneous, it does causes pain, which deters most vermin.
not prevent reinfection after a new exposure to the same
disease at a later date.
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Diminish Plants
Continued: Continued: Continued:
Stunt Growth: This version of the spell targets all
normal plants within a range of 1/2 mile, reducing their
potential productivity over the course of the following
year to half normal.
right This spell has no effect on plant creatures.
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Plant Growth
Continued: Continued: Continued:
spells is increased by 4. This bonus is granted for 1
day after the casting of plant growth.
At your option, the area can be a 100-foot-radius
circle, a 150-foot-radius semicircle, or a 200-foot-
radius quarter circle.
You may designate places within the area that are
not affected.
right Enrichment: This effect targets plants within a range
of a half-mile, raising their potential productivity over
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the course of the next year to one-third above normal.
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of water, people, general animal population, presence (maximum +15). under the influence of magic that usually impedes
of woodland creatures, presence of powerful unnatural movement, such as paralysis, solid fog, slow, and web.
creatures, or even the general state of the natural setting. All combat maneuver checks made to grapple the target
In outdoor settings, the spell operates in a radius of automatically fail. The subject automatically succeeds
1 mile per caster level. In natural underground on any combat maneuver checks and Escape Artist
settings—caves, caverns, and the like—the spell is less checks made to escape a grapple or a pin.
powerful, and its radius is limited to 100 feet per caster The spell also allows the subject to move and attack
level. The spell does not function where nature has been normally while underwater, even with slashing
replaced by construction or settlement, such as in weapons such as axes and swords or with bludgeoning
dungeons and towns. weapons such as flails, hammers, and maces, provided
that the weapon is wielded in the hand rather than
hurled. The freedom of movement spell does not,
however, grant water breathing.
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Animal Growth
Continued: Continued: Continued:
enclosures in the process. If it fails, it is constrained
without harm by the materials enclosing it—the spell
cannot be used to crush a creature by increasing its
size.
right All equipment worn or carried by the animal is
similarly enlarged by the spell, though this change has
no effect on the magical properties of any such
equipment.
Any enlarged item that leaves the enlarged creature’s
left
possession instantly returns to its normal size.
The spell gives no means of command over an
enlarged animal.
Multiple magical effects that increase size do not
stack.
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Ranger Spells Quick Reference Ranger Spells Quick Reference Ranger Spells Quick Reference
Ranger 1st Ranger 2nd Ranger 2nd
Advanced Players Guide Core Rulebook Advanced Players Guide
Ant Haul: Triples carrying capacity of a creature. Barkskin: Grants +2 (or higher) enhancement to Accelerate Poison: Hastens targeted poison’s onset.
Aspect of the Falcon: Gives bonuses on Perception natural armor. Allfood: Turns item up to 5 lbs./level into food.
and ranged attacks. Bear’s Endurance: Subject gains +4 to Con for Arrow Eruption: Creates duplicates of an arrow used
Call Animal: Makes an animal come to you. 1 min./level. to kill a creature in the previous round.
Cloak of Shade: Reduces effects of intense sun Cat’s Grace: Subject gains +4 to Dex for 1 min./ Aspect of the Bear: +2 AC and combat maneuver
exposure and environmental heat. level. rolls.
Dancing Lantern: Animates a lantern that follows you. Cure Light Wounds: Cures 1d8 damage + 1/level Bloodhound: Gives caster the scent special ability.
Detect Aberration: Detect presence of aberrations. (max +5). Campfire Wall: Creates a shelter around a campfire.
Feather Step: Subject ignores adverse movement Hold Animal: Paralyzes one animal for 1 round/ Chameleon Stride: Gives a +4 bonus on Stealth
effects in difficult terrain. level. checks and concealment.
Glide: No fall damage, move 60 ft./round while falling. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./ Create Treasure Map: Creates treasure map out of a
Gravity Bow: Arrows do damage as though one size level. creature’s corpse.
category bigger. Protection from Energy: Absorbs 12 points/level of Eagle Eye: Creates a magical sensor high above you.
Hunter’s Howl: Treat enemies as favored for 1 round/ damage from one kind of energy. Guiding Star: Know approximate distance from where
level. Snare: Creates a magic booby trap. you cast this spell.
Keen Senses: Subject gains +2 Perception, low-light Speak with Plants: You can talk to plants and plant Hide Campsite: Hides all traces of your campsite.
vision. creatures. Hunter’s Eye: +20 on Perception checks to locate a
Lead Blades: Melee weapons damage as if one size Spike Growth: Creatures in area take 1d4 damage, target.
bigger. may be slowed. Lockjaw: Gives creature grab ability with a natural
Negate Aroma: Subject cannot be tracked by scent. Summon Nature’s Ally II: Summons creature to attack.
Residual Tracking: Tell creature’s appearance by fight for you. Perceive Cues: +5 Perception and Sense Motive 10
footprint. Wind Wall: Def lects arrows, smaller creatures, and min./level.
Tireless Pursuit: Ignore fatigue while hustling. gases.
Ranger Spells Quick Reference Ranger Spells Quick Reference Ant Haul
Ranger 4th Ranger 3rd Ranger 1st
Core Rulebook Advanced Players Guide School transmutation
Casting Time 1 standard action
Animal Growth: One animal doubles in size. Aspect of the Stag: +2 AC against attacks of Components V, S, M/DF (a small pulley)
Commune with Nature: Learn about terrain for opportunity and increases speed. Range touch
1 mile/level. Bloody Claws: Gives creature the ability to deal bleed Target creature touched
Cure Serious Wounds: Cures 3d8 damage + 1/level damage with natural attacks. Duration 2 hours/level
(max +15). Cloak of Winds: Creates a whirling screen of strong Saving Throw Fortitude negates (harmless)
Freedom of Movement: Subject moves normally wind around you. Spell Resistance yes (harmless) APG
despite impediments to movement. Feather Step, Mass: As feather step, but affects many
NondetectionM: Hides subject from divination, targets rather than one. The target’s carrying capacity triples (see Carrying
scrying. Instant Enemy: Target is treated as a favored enemy Capacity in the Core Rulebook). This does not affect
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Summon Nature’s Ally IV: Summons creature to type of your choice. the creature’s actual Strength in any way, merely the
fight for you. Life Bubble: Protects creatures from sustained amount of material it can carry while benefiting from
Tree Stride: Step from one tree to another far away. environmental effects. this spell. It also has no effect on encumbrance due to
Strong Jaw: Natural attacks damage as two sizes armor. If the creature wears armor it still takes the
Advanced Players Guide bigger. normal penalties for doing so regardless of how much
Tireless Pursuers: As tireless pursuit, but affects weight the spell allows it to carry.
Aspect of the Wolf: Subject gains +4 Str and Dex,
many targets rather than one.
and +2 bonus on trip attacks.
Venomous Bolt: Arrow or bolt poisons target.
Blessing of the Salamander: Subject gets fast
healing 2, fire resistance 10, +2 CMD.
Bow Spirit: Summons an invisible spirit that fires your
arrows for you as a swift action.
Grove of Respite: Creates trees and a small spring.
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Call Animal
Continued: Continued: Continued:
When the called animal arrives, it approaches to
within 5 feet of you and remains nearby for the duration
of the spell. Its starting attitude is indifferent, modified
by circumstances and interaction. Other than starting
attitude, this spell gives you no special influence or
ability to communicate with the called animal, although
you may use other spells or abilities to do so.
Once the spell’s duration expires, the animal acts in
accordance with its attitude. Most animals will likely
right wander off, but a hostile predatory animal may attack,
especially if it is hungry or provoked.
Domesticated animals or animals trained by someone
else, including such creatures as familiars or animal
companions, are unaffected by call animals.
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You can animate a lantern and order it to follow you. This spell functions like detect animals or plants, For the duration of this spell, the subject ignores the
The lantern floats at shoulder height and remains within except it detects creatures of the aberration type in a adverse movement effects of difficult terrain, and can
5 feet of you, no matter how fast you move. The lantern cone emanating out from you in whatever direction you even take 5-foot steps in difficult terrain.
cannot support any additional weight. The lantern face. You must think of a kind of aberration when using
illuminates its normal area, even if it does not have any the spell, but you can change the aberration kind each
oil in it. For the purposes of spells or effects targeting round. The amount of information revealed depends
it the lantern always acts as if in your possession even on how long you search a particular area or focus on a
when not directly on your person. A dancing lantern specific kind of animal or plant.
can be made permanent with a permanency spell. 1st Round: Presence or absence of that kind of
aberration plant in the area.
2nd Round: Number of individuals of the specified
kind in the area and the condition of the healthiest
specimen.
gain height, merely coast in other directions as you arrow fired from a bow or crossbow you are carrying opponents. Until the end of the spell’s duration, you
fall. If subjected to a strong wind or any other effect when the spell is cast deals damage as if one size treat those affected by it as if they were your favored
that causes you to rise you can take advantage of it in larger than it actually is. For instance, an arrow fired enemy, gaining a +2 bonus on weapon attack and
order to increase the distance you can glide. The spell from a Medium longbow normally deals 1d8 points damage rolls against them, and a +2 bonus on Bluff,
ends as soon as your feet touch the ground regardless of damage, but it would instead deal 2d6 points of Knowledge, Perception, Sense Motive, and Survival
of its remaining duration. If the spell expires while damage if fired from a gravity bow (see page 145 of checks against them. If an affected creature is already
you are still in the air you fall the remaining distance the Core Rulebook for more information). Only you one of your favored enemies, it is shaken instead. This
as normal. can benefit from this spell. If anyone else uses your is a mindaffecting fear effect.
bow to make an attack the arrows deal damage as
normal for their size.
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Detect Aberration
Continued: Continued: Continued:
3rd Round: The condition (see below) and location
of each individual present. If an aberration is outside
your line of sight, then you discern its direction but
not its exact location.
right Conditions: For purposes of this spell, the categories
of condition are as follows:
Normal: Has at least 90% of full normal hit points,
free of disease.
Fair: 30% to 90% of full normal hit points remaining.
left
Poor: Less than 30% of full normal hit points
remaining, afflicted with a disease, or suffering from a
debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with
a disease that has reduced an ability score to 5 or less,
or crippled.
If a creature falls into more than one category, the
spell indicates the weaker of the two.
Each round you can turn to detect a kind of aberration
in a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
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creature can chew, swallow, and safely digest. This and launch one at enemy creatures within a 30- foot maneuvers without provoking attacks of opportunity.
allfood always has a bland taste and slightly gooey radius of the corpse. You can target one creature per
consistency when chewed regardless of its original caster level (maximum 15) within range of the burst
nature. One pound of allfood provides enough and must make a single attack roll and apply it to
sustenance to support a Medium creature for an entire each arrow. These duplicate arrows possess all the
day. intrinsic magical properties of the arrow that killed
Objects of similar nature in close proximity, such as the original creature as well as those passed on to it
a pile of rocks, count as a single object for the purpose by your bow. They also enjoy the full benefit of any
of this spell. You cannot use this spell to transform bonuses or modifiers you applied to the attack from
objects with magical or other exceptional qualities. An other magical items, feats, and class or racial features.
object’s hardness is considered to be 0 for the purposes However, this spell cannot reproduce any spells or
of eating it, but it retains its normal hardness for all other limited-use magical effects that you used to
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Campfire Wall
Continued: Continued: Continued:
magical or otherwise. The light is not bright enough to
have any special effect on undead or creatures
vulnerable to light. Creatures inside the barrier can
leave without penalty, but if they try to return they
suffer the same consequences as anyone else. If the
fire source at the barrier’s center is extinguished or
moved, the spell ends.
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thicket of untouched and forbidding foliage, or some enhances your senses against the target creature. You one of the creature’s natural attacks (usually a claw
other unwelcoming feature matching the surrounding gain the ability to perceive the target when it is or bite attack). The creature gains the grab ability
terrain. Creatures outside the area cannot sense any invisible or ethereal as though using the see invisibility with that natural attack, including the +4 bonus on
activity going on inside the area— they cannot smell spell, and receive a +20 competence bonus on combat maneuver checks to start or maintain a
campfires or cooking food, they cannot hear Perception checks to locate the target. You ignore grapple. A creature with multiple natural attacks can
conversation, loud noises, or spells being cast, and concealment provided by fog or mist, blur, strike at its grappled opponent with its other natural
they cannot even feel heat or a rush of wind coming displacement, invisibility, and similar effects affecting attacks, but cannot attack any other creature.
from the area. Those inside the area can see out the target, but not concealment provided by darkness.
normally. Once a creature steps into the area of the This spell provides no benefits to your allies, and no
spell, it can see everything in and around the area benefits against creatures other than the target.
normally
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slashing or piercing damage. This bleed damage for away by strong winds of windstorm or lesser strength creatures. For the duration of this spell, the subjects
each attack is equal to one-half your caster level (whether natural or magically created), and ranged ignore the adverse movement effects of difficult
(limited to the creature’s maximum damage with that attack rolls against the subject take a –4 penalty. Tiny terrain, and can even take 5-foot steps in difficult
attack), though bleed damage does not stack. When or smaller creatures must succeed at a Fortitude save terrain.
two or more attacks deal bleed damage, take the worse to successfully touch or attack the subject in melee.
effect. Failure knocks the attacker prone and pushes it 5 feet
away from the subject per level of the caster. This
movement can pass through the squares of other
creatures without affecting them and does not provoke
attacks of opportunity, but the creature takes 3d6
points of nonlethal damage, plus 1d6 if the creature
strikes a solid object that blocks its movement.
With this spell you designate the target as your favored You surround the touched creatures with a constant Laying a hand upon an allied creature’s jaw, claws,
enemy for the remainder of its duration. Select one of and moveable 1-inch shell of tolerable living tentacles, or other natural weapons, you enhance the
your favored enemy types. For the duration of the conditions. This shell enables the subjects to breathe power of that creature’s natural attacks. Each natural
spell, you treat the target as if it were that type of freely, even underwater or in a vacuum, as well as attack that creature makes deals damage as if the
favored enemy for all purposes. making them immune to harmful gases and vapors, creature were two sizes larger than it actually is (see
including inhaled diseases and poisons and spells like page 302 of the Pathfinder Bestiary for more
cloudkill and stinking cloud. In addition, the shell information). If the creature is already Gargantuan
protects subjects from extremes of temperature (per or Colossal-sized, double the amount of damage dealt
endure elements) as well as extremes of pressure. by each of its natural attacks instead. This spell does
Life bubble does not provide protection from not actually change the creature’s size; all of its
negative or positive energy (such as found on the statistics except the amount of damage dealt by its
Negative and Positive Energy planes), the ability to natural attacks remain unchanged.
see in conditions of poor visibility (such as in smoke
or fog), nor the ability to move or act normally in
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Life Bubble
Continued: Continued: Continued:
conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2
hours per caster level. You can divide this duration up
in any manner
you wish, not necessarily equally, between up to 1
creature per caster level.
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and clammy and it is able to regenerate damage each or a bolt at a target of your choice, as if the bow spirit shallow spring. The grove appears from nowhere
round. While under the effects of the spell, the creature were firing the necessary ranged weapon. The bow even in the most barren, rocky soil regardless of
gains fast healing 5, fire resistance 20 and a +2 spirit uses your base attack bonus plus your Dexterity season, but the spell must be cast outside on open
competence bonus to its Combat Maneuver Defense. modifier, as well as any bonuses and effects from feats ground.
you have that affect ranged attacks, or bonuses from The area within the grove is temperate and
the ammunition it uses. A bow spirit’s attacks do not comfortable, like that of a tiny hut, although the grove
provoke attacks of opportunity. There must be provides no illumination and provides no protection
ammunition available for the bow spirit to use, and it from the elements. The water in the grove’s spring is
expends ammunition as if used by you. clean and drinkable. Additionally, the trees provide
A bow spirit occupies your space, and moves with a variety of ripe fruit, regardless of season, which
you. It cannot be attacked or harmed by physical acts as a goodberry spell for up to eight people. The
attacks, but dispel magic, disintegrate, a sphere of grove is warded with an alarm spell that alerts you
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Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
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