Spells

Prestidigitation

Arcane:

A B C D E F G H I J K L M

N O P Q R S T U V W X Y Z

Natural:

A B C D E F G H I J K L M

N O P Q R S T U V W X Y Z

Katta Magic

An adventurer can expect to gain spells one of three ways: he can be taught, he can buy one, or he can find one. As the FACS field guide says, "It never hurts to simply ask if someone has a scroll." Many an interesting and useful spell is gained in the most peculiar ways...

As opposed to the traditional Pathfinder, spells in Quest for Glory are not specifically split into levels. Each spell instead has an Effective Spell Level (ESL) for use with Spell DC calculations. Instead of gaining access to higher level spells as a character advances, all spells are accessible if the spell can be learned from a source.

You will see the abbreviation "MAMod" in spell descriptions. MAMod refers to a character's M agical A bility Mod ifier, which is dependant on the character's class and alignment. In any instance that you see MAMod in the description, you use the modifier that applies.

This chapter covers the Prestidigitation, and the Arcane and Natural spells available to the spellcasting classes. Some Arcane and Natural spells overlap; they will be covered in each section and may vary slightly from each other. Spells that share a name will also have an (A) or (N) next to them. This is obviously not part of the actual name of the spell; rather, it is a note differentiating it between the Arcane and Natural listings of the spell, for easy reference in the wiki.

Each classes’ spell list is included with the respective class, and is not listed here.

This chapter also does not cover the Darkhand’s Cantrips, the Paragon’s Legends, or any other similar spell-like abilities. It should be noted that some cantrips and spell-like abilities share names and similar effects with Arcane and Natural spells, but are always unique to their class.

This chapter also covers spells reserved for the Katta.

Prestidigitation
Lv0 [evoc] Standard, see desc., 1 mana


 * Every Spellcaster earns a Prestidigitation ability; it is the mark of a budding magic user and a manifestation of their latent magical capabilities.


 * At level 10 and above, Prestidigitation may be cast on the defensive without requiring a Concentration check, and at level 16 may be cast as a Swift action.

Accelerated Movement

 * Lv1 [trans] Swift, Personal, VS, lasts 1 round/level(D), 1 mana


 * The caster may move at their normal speed when using Acrobatics, Climb or Stealth without taking a penalty. This spell does not affect their Run or Charge speed.

Arcane Lock

 * Lv2 [abj] Standard, Touch, VSM(gold lock worth 25gp), Permanent(D), 4 mana


 * "Locks" one door of up to 30 square feet per level. The caster may open the door at will. +10 DC to force the portal open. The caster may also choose to add a Focus to the spell of any style of key; this may be used to "unlock" the door that this Focus is assigned to.

Augment

 * Lv5 [ench] Standard, Personal, VS, lasts 5 minutes or until discharged(D), 2 mana


 * The next spell cast among the following spells will cost 2 more than its normal mana cost, and have altered damage and ranges:


 * Zap: All metallic surfaces in a 20' radius are enchanted with Zap; if the metallic surface is metallic armor, the wearer takes 1d6 Electrical damage. Zap will not differentiate between enemy, ally or caster.
 * Flame Dart: 1d6 Fire damage per level (max 12d6), Medium Ranged Touch.
 * Ball Lightning: 1d6 Electrical damage per level (max 12d6), Medium Ranged Touch.
 * Frost Bite: 1d6 Frost damage per level (max 12d6), Medium Ranged Touch.
 * Force Bolt: 1d6 Force damage per 2 levels (max 8d6), Medium Ranged Touch, may bounce up to 10 times.
 * Boom: Instead of casting as a trap, Boom is cast as an Effective Spell Level 5 Fireball with a 20d6 limit; half of the damage (rounded up) is Force, and half of the damage (rounded down) is Fire.
 * Dragon Fire: 30d6 Fire damage, Close Range.


 * Augment is susceptible to the Trigger spell; if the caster of Augment is targeted by a Trigger spell, the spell ends before it is able to perform its function.

Aura (A)

 * Lv4 [abj] Full-round, Touch, VS, lasts 5 + MAMod rounds, 3 mana


 * Touched subject will only take ¼ damage from life-draining abilities from Undead creatures such as Wraiths.

Ball Lightning

 * Lv2 [evoc (elec)] Standard, Close Ranged Touch, VS, SR applies, 1d3 mana


 * The caster creates a ball of lightning which can deal 1d6 Electrical damage per 2 caster levels (max 8d6). The ball also leaves a residual illumination in its wake of 10’ + 10’ shadowy for 2 rounds. If Ball Lightning hits a target wearing Medium or Heavy metallic armor, all creatures in a 5' radius also take 1d6 Electrical splash damage.


 * Mages may add their MAMod to the damage and splash damage.

Blur

 * Lv2 [illus (glamer)] Standard, Touch, VS, lasts 1 round/level, 3 mana


 * Attacks against the touched willing subject of this spell have a 20% miss chance.

Boom

 * Lv5 [illus (figment) + evoc (force, fire)] Full-round, Close Range, VS, Ref½, lasts up to caster level minutes or until discharged(D), 6 mana


 * Boom creates a still three-dimensional image of the caster's choosing of Tiny or smaller size resting on the ground, which will explode in a 20’ Burst for 5d6 Force damage + 5d6 Fire damage whenever a living creature passes within 10’ of it (including the caster).


 * Boom may also be detonated by the Trigger spell.

Calm (A)

 * Lv2 [ench (mind-affecting)] Standard, Close, VS, WillNeg, SR applies, lasts 2+1d3 rounds, 3 mana


 * All creatures in a (30' + 5' * MAMod) emanation makes a Will save. Creatures who fail their Will saves no longer wish to aggress you for 3 rounds unless they are already engaged in combat or are aggressed.

Dazzle (A)

 * Lv2 [illus (pattern)] Standard, Personal, VS, FortNeg or Ref½, see desc., 2 mana


 * All creatures that can see the visible spectrum within 15’ of the caster make the higher of their Fort save or Reflex save. If they fail their save, they are Stunned for 1 round and Blinded for 1d3 rounds. If they succeed a Fort save, the effects of the spell are fully negated. If they succeed on a Reflex save, they receive a -2 penalty to attack and AC for 1 round.

Detect Magic (A)

 * Lv2 [divination] Full-round, Personal, VS, lasts 1 minute per level, 2 mana


 * You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


 * 1st Round: Presence or absence of magical auras.


 * 2nd Round: Number of different magical auras and the power of the most potent aura.


 * 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).


 * Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.


 * Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Displacement

 * Lv3 [illus (glamer)] Standard, Touch, VS, lasts 1 round/level, 5 mana


 * Attacks against the touched willing subject of this spell have a 50% miss chance.

Dragon Fire

 * Lv8 [evoc (fire)] Full-round, Close Range, VS, SR applies, Ref½, 9 + 1d6 mana


 * Dragon Fire affects a 40’ cone in any direction from the target square, dealing 20d6 Fire damage to all inside its area of influence.

Endure Elements (A)

 * Lv1 [abj] Full-Round, Touch, VS, lasts 1 hour per caster level, 4 mana


 * Touched willing subject no longer needs to make Fortitude saves while in inclimate conditions, upwards of 140 degrees and downwards of -50 degrees Fahrenheit.

Expeditious Retreat (A)

 * Lv1 [trans] Standard, Personal, VS, lasts 1 round/level, 5 mana


 * The caster's base land speed is increased by +30' for the duration of the spell. This spell does not affect any other movement speed (such as Climb or Swim).

Expeditious Retreat, Swift

 * Lv2 [trans] Swift, Personal, V, lasts 1 round, 5 mana


 * The caster's base land speed is increased by +30' for 1 round. This spell does not affect any other movement speed (such as Climb or Swim).

Fascination

 * Lv5 [illus (pattern)] Standard, Personal, VS, WillNeg, lasts 1 + 1d4 rounds, 1+1d3 mana


 * The caster becomes surrounded by small, meandering lights. Any creature that can view the visible spectrum with an intelligence of 6 or less must pass a Will save or become Fascinated for the duration of the spell.

Fetch

 * Lv2 [evoc (force)] Full-round, Close Ranged Touch, VS, lasts for Concentration, see desc.


 * The caster is unable to perform other activities for the duration of this spell. The caster creates a "lariat of force" to lasso objects in range and within line of sight:


 * If the object is unattended and stationary, Fetch will hit automatically.
 * If the object is moving, the caster must make a ranged touch attack with Fetch.
 * If the object is attended, the caster must make a ranged touch attack at a -5 penalty against the attending creature's Touch AC.


 * Fetch acts as though it has a Strength score equal to 1 + its Effective Spell Level for purposes of determinng the maximum weight of an object it can affect. It can move objects in one direction at a time (including diagonally, but it may not move them through an arc) or rotate them while otherwise stationary. It can attempt to trip or disarm as though it had a CMB of +0 (using the Strength score as above), but is usually too weak to perform such tasks.


 * The lariat of force is infinitely fast when there is nothing in it, but moves a maximum of 15’ per Move action when carrying an object. Optionally, the caster may sacrifice 5' of movement to turn the object 45 degrees in any direction.


 * For each round Fetch is in use, the caster uses 1d2 mana per 4 pounds the object weighs (always rounded down, but always a minimum of 1d2).

Flame Dart

 * Lv2 [evoc (force, fire)] Standard, Close Ranged Touch, VS, SR applies, 1d3 mana


 * The caster throws a dart of flame at the target. The Flame Dart hits for 1d6 Fire damage per 2 caster levels (max 8d6). It may also be used to knock over or break suitably small or fragile objects, and has a chance to ignite flammable objects.


 * Mages may add their MAMod to the damage.

Force Bolt

 * Lv3 [evoc (force)] Standard, Close Ranged Touch, VS, SR applies, RefNeg, 1d3 mana


 * The caster creates a ball of force that may bounce a number of times up to their MAMod (though the caster may choose to limit this).


 * The Force Bolt hits creatures for 1d6 damage per 3 caster levels (max 5d6) and subjects any creature or object it hits to a Bull Rush at 12 + MAMod + Effective Spell Level.

Frost Bite

 * Lv2 [evoc (frost)] Standard, Close Ranged Touch, VS, SR applies, 1d3 mana


 * The caster creates a ball of inverted energy that absorbs heat. The Frost Bite spell deals 1d6 Frost damage per 2 caster levels (up to 8d6) and may also be used to squelch fires. If Frost Bite is cast at the ground, it creates a 10'x10' slick spot that may only be passed with a DC 10 + MAMod + Effective Spell Level Acrobatics check.


 * Mages may add their MAMod to the damage.

Glide (A)

 * Lv3 [ench] Full-round, Personal, VS, lasts Concentration + MAMod rounds, 1+1d3 mana


 * The caster may now hover over surfaces they would otherwise sink into (such as ponds) at 20’ per round (unless their base land speed is slower, at which point they move at that speed). This will also allow the caster to pass over rough terrain unimpeded.

Hide

 * Lv5 [illus (glamer)] Standard, Personal, VS, lasts 3 + MAMod rounds, 4 mana


 * The caster becomes Invisible for the duration of the spell as long as they do not move from their current location or make sudden actions. Characters who use Hide while using Stealth gain a +20 bonus to their Stealth check during the spell, and +10 after the spell while in the same spot.

Juggling Lights (A)

 * Lv1 [illus (pattern)] Standard, Personal, VS, lasts for Concentration, WillNeg (see desc.), 1 mana per 2 rounds


 * The caster creates up to ¼ caster level balls of light that they must concentrate on for the duration of the spell. These balls of light create 20’ of illumination and an additional 20’ of shadowy illumination. The caster may throw a ball of light up to 30’ to illuminate the ball's surrounding area for 1 + Spell Level rounds.


 * For as long as the caster retains Concentration on the spell, any nearby creature with an Intelligence of 6 or less that can see the visible spectrum of light becomes Dazed unless they pass a Will save; they must make this save each round the spell is still in effect. Each ball currently being juggled by the caster adds +1 to the DC of the Will save.

Levitate (A)

 * Lv4 [ench] Full-round, Personal, VSM(feather), lasts for Concentration, 1 mana per round


 * The caster is granted a Fly speed of 15’ with Perfect maneuverability, but has an altitude cap of 5 * (¼ caster level + MAMod) feet, for as long as the caster maintains concentration.

Light

 * Lv1 [evoc (light)] Standard, Touch, VM(firefly), lasts 10 minutes/level, 1 mana


 * A touched object gives off bright light in a 20' radius & dim light for another 20'.


 * This spell Counters and Dispels spells with the (darkness) category of equal or lower level.

Mage Armor

 * Lv1 [ench] Standard, Personal, VS, lasts for Concentration + 1 + MAMod rounds, 2 mana when cast + 1/1d4 mana per round while in Concentration


 * The caster gains a +4 Deflection bonus to AC.

Open

 * Lv2 [evoc (force)] Full-round, Close Ranged Touch, VS, SR applies, 1d2 mana


 * The caster creates a magical lockpick from force that attempts to pick a target lock at the caster’s Disable Device skill + 5 + MAMod. Open also allows you to open simple doors from range.

Phase

 * Lv4 [trans] Standard, Personal, VS, 4 mana


 * The caster is teleported a random distance in a random direction as long as this is not obstructed by a wall and is still on the ground. The direction is chosen by rolling a d8, with 1 as North and following the cardinal directions clockwise. The distance is 5' x 1d10 + MAMod (though the caster may choose not to apply their MAMod).


 * Alternately, if the caster has cast Phasing Anchors prior to casting Phase, they may instead choose to teleport to one of these anchors, but which anchor they teleport to is still random. as long as they are within Medium Range to the caster's current position. In this situation, an obstructing wall would not stop Phase from working.

Phasing Anchor

 * Lv5 [abj] see desc., Touch, VSF(see desc.), see desc., 10 mana


 * Phasing Anchor is a spell that creates what are known as anchors -- predetermined locations that the Phase spell will teleport the caster to instead of being teleported randomly. Phasing Anchor may be cast without an aura for an extra 5 mana.


 * The caster may have up to 8 anchors at any time.


 * Phasing Anchor may be cast in one of two ways: as a temporary spell, or a permanent spell.


 * Temporary: The caster focuses on a point on the ground for 1 minute to create an anchor there. This anchor will remain there for 1 hour per Spell Level.
 * Permanent: The caster focuses on a 250gp sapphire for 1 hour. This sapphire becomes the caster's anchor. The caster may place this anywhere, and may even bury it up to 1' deep. If the caster has the sapphire on his person when they cast Phase, this sapphire is still one of the random locations the caster may appear, and as such if it is the one that is randomly selected the caster will effectively teleport 0' from their original location.

Protection

 * Lv6 [ench] Full-round, Touch, VS, lasts 1 + MAMod rounds, 4 mana


 * Touched willing subject gains DR 5/- for the duration of the spell.

Remove Curse (A)

 * Lv9 [abj] Full-Round, Touch, VS, 6 mana


 * Touched individual or object is freed from all Curses upon it, assuming the Curse does not explicitly say that this spell is ineffective.

Resistance

 * Lv6 [abj] Full-round, Personal, VS, see desc.


 * When casting Resistance, the caster must choose between giving the spell a duration of "Concentrate," or 3 + MAMod rounds. If they choose "Concentrate," the spell costs 1d2 stamina per round. If they choose 3 + MAMod rounds, the spell costs 4 + 1d6 stamina.


 * The caster gains Spell Resistance (fire, frost, elec, AND force) 20 + MAMod; mages may add 1/2 their caster level to the Spell Resistance.

Rest In Peace (A)

 * Lv4 [ench] Full-round, Personal, S, see desc.


 * The caster enters a state of recovery; their stamina and mana are reduced to 0, their AC is reduced to 10, their Base Attack Bonus is reduced to 0, they lose the ability to use Reflex saves, and they lose their ability to cast spells; however, they do not suffer any of the ill-effects of stamina drain.


 * The caster will regain 2 stamina per minute. Once their stamina is fully restored, the caster will regain 2 mana per minute.


 * Once they have regained all of their stamina and mana, the effects of RIP end and the caster exits their state of recovery. RIP may be dispelled but not be dismissed until this time.


 * RIP is susceptible to the Trigger spell; if the caster of RIP is targeted with Trigger, RIP will end before the recovery period is complete.

Reversal (A)

 * Lv4 [abj] Full-round, Personal, VS, lasts 3 + MAMod rounds, 3 + 1d4 mana


 * The caster gains Reflective Spell Resistance 12 + caster level; mages may add their MAMod to this Spell Resistance. Reversal will reflect spells that fail to break its spell resistance to their original caster, or reflect a once-reflected spell again in one of eight random directions. Does not protect against area effects such as Boom or Dragon Fire.


 * Reversal is susceptible to the Trigger spell, which would end its effects, but only if Trigger defeats the Spell Resistance of Reversal; otherwise it is susceptible to the same effect as any other targeted spell.

Shrink (A)

 * Lv5 [trans] Standard, Touch, VS, WillNeg, SR applies, lasts 5 + MAMod minutes, 4 + 1d4 mana


 * Touched subject must pass a Will save or be reduced by one size and have their Strength and Constitution scores reduced by 4 each (to a minimum of 1). Causes many opponents to retreat. The effects of Shrink may be countered with the Trigger spell.

Silence

 * Lv2 [illus (glamer)] Standard, Medium, VS, SR applies, lasts 1 minute/level(D), 5 mana


 * The caster creates a 20' radius Emanation that negates sound, including sonic and language spells & effects.


 * This spell can be targeted on a creature, object, or a point in space. If targeting an unwilling creature or an object in its possession, it gets a Will save to negate. If cast on a point in space, the effect is immobile.

Summon Staff

 * Lv6 [conj] Full-round, Personal, VSF(staff), lasts 3 + MAMod rounds, 10 + 1d4 mana


 * The caster conjures their Wizard’s Staff for 3 + MAMod rounds. The staff has a Spell Resistance of 1 + MAMod + Caster Level.


 * While the staff is in the caster’s possession, they may cast spells without spending mana and keep all concentration spells running without need of maintaining concentration for the duration of the Summon Staff spell. Spells cast using the staff cannot have metamagic feats applied to them.


 * If the staff is released by the caster, it immediately vanishes and the spell ends.


 * Summon Staff is destroyable with the Trigger spell. When the staff is destroyed by the Trigger spell or some other similar means (such as the Darkhand cantrip), the staff explodes, dealing 3d6 Force damage per the staff's caster's MAMod within a 40' + (5' * MAMod) radius. For example, if the staff's caster's MAMod was +6, it would deal 6x3d6 (18d6) Force damage within a 70' radius.

Trap

 * Lv4 [ench + evoc] 10 minutes, Touch, VSM(see desc.), SR applies, Ref½, lasts until discharged(D), 2+1d3 mana


 * Sets a one-time trap on a closeable item such as a door or chest. The caster sets the trap with an assigned password which, when spoken, disables the trap for 2 rounds. If the item is open when the trap attempts to rearm itself, it will wait to rearm itself until the item is closed once more. Regardless of the type of trap, the object that has been trapped will not be harmed when the trap is set off.

The type of trap is dependent on the material used; all materials must be worth at least 25gp:
 * Trap is susceptible to Trigger as a counterspell and as a way to prematurely trigger the effect of Trap.


 * Desert Rose: The caster may set the trap to explode in a 5' radius, dealing 1d4 + 1/level (max +20) Fire damage.
 * Desert Rose: The caster may also set the trap to fire a Flame Dart at 2d6 Fire damage in a predetermined direction; in this way the caster may choose to fire at the individual opening the object, or fire in another direction and set something ablaze on either side of the trapped object.
 * Gold: The caster may set the trap to deal 2d6 Shock damage to the individual opening the trapped object; further, if they fail their Reflex save, they are Stunned for 1d4 rounds.
 * Silver: The caster may set the trap to deal 2d6 Frost damage to the individual opening the trapped object; further, it will freeze the object shut, requiring a DC 20 + the caster's MAMod Strength check to break through.
 * Essence Compound: The caster may add the components of an Essence Compound to cause it to burst out and cause its effect, denying the normal Reflex save from the Trap spell and the Essence Compound and replacing it with the Essence Compound's Fortitude save.

Trigger

 * Lv1 [abj] Swift, Close Range, V or S, SR applies, 1 mana


 * Trigger allows the caster to activate spell effects from dormant spells which are either set up to work with the spell or have the ability to be triggered by some other means.


 * Trigger also acts as a sort of counterspell for certain spells by activating the spell's ending processes. See a specific spell's description to see if Trigger can affect the spell.


 * There is ordinarily no check associated with activating an effect or end process with Trigger.

Whirlwind

 * Lv7 [conj + evoc (force)] Full-round, Close Range, VS, Ref½, lasts Concentration + MAMod rounds, 4 + 1d4 mana


 * The caster creates a Large-size twisting vortex of force that creates wind and draws in debris. This vortex may form in the same square as any creature, and has a base land movement speed of 40’.


 * Any creature of Large size or smaller may make a Reflex save to avoid being sucked into the vortex; if they succeed, they take 2d6 damage, move to an adjacent square out of the vortex’s path and must beat a DC 20 Acrobatics check to remain standing when they do so.


 * Any creature that fails its Reflex save is subjected to a Bull Rush at +50 and thrown accordingly far, and also takes 6d6 damage plus any fall damage associated with being thrown.


 * Any creature larger than a Large creature that is met by the vortex takes 2d6 damage per round the vortex is in their square.


 * Mages add their MAMod to any damage Whirlwind deals directly, as well as the DC of the Acrobatics check for a successful Reflex save and as an additional bonus to the Bull Rush for failing the Reflex save.

Zap (A)

 * Lv1 [ench (elec)] Swift, Touch, VS, SR applies, lasts 2 minutes or until used, 1 mana


 * Touched weapon deals an extra 1d6 Electrical damage, or touched subject takes 1d6 Electrical damage. Zap, when cast on a weapon, may be countered with the Trigger spell.


 * Mages may add their MAMod to the damage.

Activate

 * Lv1 [trans] Full-round, Touch, VSM(chosen ingredient), 1 mana


 * Transforms a chosen alchemical ingredient into its reagent for use with alchemy. The reagent will be useable for 48 hours, then lose its potency permanently.

Animal Messenger

 * Lv2 [ench (mind)] Full-round, Touch, VSM(food), WillNeg, lasts 1 hour/level, 3 mana


 * A Tiny or smaller touched animal is commanded by the caster to head to a specific place known to the caster. Once there, the animal will wait until the end of the spell's duration. This spell cannot target an animal trained or under the control of someone else (such as a Familiar). Typically used to carry a written message.

Animate Plants

 * Lv7 [trans] Full-round, Close, VS, lasts 1 round/level, 5+1d6 mana


 * One Large-sized plant per three levels is animated and can be directed to attack the caster's opponents. As a Move action, the caster can change which plants they animate.


 * The caster may animate bigger plants in place of a number of Large plants: 1 Huge = 2 Large; 1 Gargantuan = 4 Large; 1 Colossal = 8 Large.

Aura (N)

 * Lv4 [abj] Full-round, Touch, VS, lasts 5 + MAMod rounds, 2 + 1d2 mana


 * Touched subject will only take ¼ damage from life-draining abilities from Undead creatures such as Wraiths.

Blindness/Deafness

 * Lv3 [evoc] Standard, Touch, VS, FortNeg, SR applies, Permanent(D), 6 mana


 * Living subject becomes Blind or Deaf at the caster's choice.

Brambles

 * Lv2 [trans] Standard, Touch, VS, lasts 1 round/level, 2 mana


 * Touched wooden Bludgeoning melee weapon gains +1 Enhancement bonus to attack rolls, and +1 damage per level (max +10). Its damage is the better of Bludgeoning or Piercing.

Briar Web

 * Lv3 [trans] Standard, Close, VS, RefNeg, lasts 1 round/level, 5 mana


 * Plants Entangle everyone in 20’ radius Spread who fails a Reflex save. An entangled target may spend a Full Round Action to gain a new Reflex save to become unentangled (though failing the save results in the target taking 2d6 Piercing damage).


 * An entangled target to takes any action except trying to get free or holding still takes 2d6 Piercing damage each round.

Plants provide Cover at 5’, and Full Cover at 20’.
 * Anyone not entangled may move at ½ speed through the area of effect (taking no damage).

Calm (N)

 * Lv2 [ench (mind-affecting)] Standard, Close, VS, WillNeg, SR applies, lasts 2+1d3 rounds, 3 mana


 * All creatures in a (30' + 5' * MAMod) emanation makes a Will save. Creatures who fail their Will saves no longer wish to aggress you for 3 rounds unless they are already engaged in combat or are aggressed.

Dazzle (N)

 * Lv2 [illus (pattern)] Swift, Personal, VS, FortNeg or Ref½, see desc., 1d2 mana


 * All creatures that can see the visible spectrum within 15’ of the caster make the higher of their Fort save or Reflex save. If they fail their save, they are Stunned for 1 round and Blinded for 1d3 rounds. If they succeed a Fort save, the effects of the spell are fully negated. If they succeed on a Reflex save, they receive a -2 penalty to attack and AC for 1 round.

Detect Magic (N)

 * Lv2 [divination] Full-round, Personal, VS, lasts 1 minute per level, 2 mana
 * You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


 * 1st Round: Presence or absence of magical auras.
 * 2nd Round: Number of different magical auras and the power of the most potent aura.
 * 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
 * Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
 * Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Discernment

 * Lv1 [div] Full-round, Close range, VSF(target), 1d2 mana


 * The caster gains knowledge of certain properties of an object. For instance, if they use Discernment on an apple, they can tell whether or not it is fresh, poisoned, rotten or magical. If used on an alchemical object (such as potions or powders), the caster of Discernment must beat a DC 10 + Caster Level Spellcraft check to determine its effects, and/or a DC 20 + Caster Level Spellcraft check to determine its ingredients.

Endure Elements (N)

 * Lv1 [abj] Full-Round, Touch, VS, lasts 1 hour per caster level, 4 mana


 * Touched willing subject no longer needs to make Fortitude saves while in inclimate conditions, upwards of 140 degrees and downwards of -50 degrees Fahrenheit.

Expeditious Retreat (N)

 * Lv1 [trans] Standard, Personal, VS, lasts 1 round/level, 5 mana


 * The caster's base land speed is increased by +30' for the duration of the spell. This spell does not affect any other movement speed (such as Climb or Swim).

Fuse

 * Lv2 [trans] Full-round, Touch, VSM(see desc.), FortNeg, SR applies, 6 mana


 * This spell is available only to a Warlock with the Alchemy specialization.


 * Through the focus of magical energies, the Alchemy specialist is able to transmute the ingredients at their disposal into a mixture that will create their combination’s effects without the use of alchemist equipment or waiting for the compound to brew. Fuse requires 3x the amount of ingredients as normal.


 * Alternatively, a touched creature makes a Fortitude save or takes 1d6 damage per 2 caster levels (0d6 at level 1, 1d6 at level 2, 2d6 at level 4, etc) unless they are not susceptible to critical hits.

Glide (N)

 * Lv3 [ench] Full-round, Personal, VS, lasts Concentration + MAMod rounds, 1+1d3 mana


 * The caster may now hover over surfaces they would otherwise sink into (such as ponds) at 20’ per round (unless their base land speed is slower, at which point they move at that speed). This will also allow the caster to pass over rough terrain unimpeded.

Invisibility Purge

 * Lv5 [abj] Standard, Personal, VS, SR applies, lasts 1 round/level(D), 6 mana


 * Invisibility within 5' per level is Suppressed.

Juggling Lights (N)

 * Lv1 [illus (pattern)] Standard, Personal, VS, lasts for Concentration, 1 mana per 2 rounds


 * The caster creates up to ¼ caster level balls of light that they must concentrate on for the duration of the spell. These balls of light create 20’ of illumination and an additional 20’ of shadowy illumination. The caster may throw a ball of light up to 30’ to illuminate the ball's surrounding area for 1 + Spell Level rounds.


 * For as long as the caster retains Concentration on the spell, any nearby creature with an Intelligence of 6 or less that can see the visible spectrum of light becomes Dazed unless they pass a Will save; they must make this save each round the spell is still in effect. Each ball currently being juggled by the caster adds +1 to the DC of the Will save.

Levitate (N)

 * Lv4 [ench] Full-round, Personal, VSM(feather), lasts for Concentration, 1 mana per round


 * The caster is granted a Fly speed of 15’ with Perfect maneuverability, but has an altitude cap of 5 * (¼ caster level + MAMod) feet, for as long as the caster maintains concentration.

Remembrance

 * Lv8 [trans] 4 Rounds, Touch, VSF(see desc.), 12 mana


 * Through the focus of magical energies, the Alchemy specialist is able to repair things depending on the length of time they have been broken or damaged. The majority of the object must still be present or similar material to what the object is constructed of.


 * The DC for the success of this spell is compared against a caster level check. The DC starts at 10, and for each day that the object in question has been damaged or broken the DC increases by 1.


 * This spell may be performed on an either willing or unconscious living creature at a DC of 15 + 2 for each day the creature has been below full hit points. If the caster fails this check, the creature must pass a Fort save 10 + 1/2 the damage they have taken, or they will die.


 * Remembrance may not restore life to a dead creature.

Remove Blindness/Deafness

 * Lv3 [trans] Standard, Touch, VS, 4 mana


 * Cures either Blindness or Deafness in the touched subject (magical or otherwise). This spell will repair eyes and ears, but will not replace them if they are missing.

Remove Curse (N)

 * Lv9 [abj] Full-Round, Touch, VS, 6 mana


 * Touched individual or object is freed from all Curses upon it, assuming the Curse does not explicitly say that this spell is ineffective.

Remove Disease

 * Lv3 [trans] Standard, Touch, VS, 4 mana


 * Cures all diseases and parasites currently affecting the subject.

Remove Fear

 * Lv2 [abj] Standard, Close, Touch, VS, 3 mana + 1 per 2 additional targets


 * One target + 1 per 4 levels gains a +4 Moral bonus on saves vs. Fear effects (such as the Frightened condition). This spell Suppresses Fear effects for 1d6 + Spell Level rounds.

Remove Nausea

 * Lv3 [trans] Standard, Touch, VS, 3 mana


 * Touched subject is no longer Nauseated or Sickened.

Remove Paralysis

 * Lv2 [abj] Standard, Touch, VS, 3 mana + 1 per additional target


 * Touched subject + 1 per 4 levels is freed from the effects of paralysis, being Held, or the effects of a Slow spell.

Rest In Peace (N)

 * Lv4 [ench] Full-round, Personal, see desc.


 * The caster enters a state of recovery; their stamina is reduced to 0, their AC is reduced to 10, their Base Attack Bonus is reduced to 0, they lose the ability to use Reflex saves, and they lose their ability to cast spells; however, they do not suffer any ill-effects of stamina drain.


 * Every 5 minutes, the caster will regain 2 stamina.


 * Once they have regained all of their stamina and mana, the effects of RIP end and the caster exits their state of recovery. RIP may be dispelled but not be dismissed until this time.

Restoration

 * Lv5 [trans] 3 Rounds, Touch, VS, 2 mana + see desc.


 * Touched subject has penalties or damage against one ability score removed. The caster decides how much is restored. For each ability modifier increase provided by Restoration, the spell costs 1 additional mana.

Resurgence

 * Lv2 [abj] Standard, Close, VS, 3 mana


 * Target under the effects of an ongoing spell, spell-like ability, or supernatural ability that they can roll a save against get an immediate new saving throw against it to end the effect. If there are multiple ongoing effects on the target, the caster chooses which effect they will provide the new saving throw for.

Resurgence, Improved

 * Lv5 [abj] Standard, Close, VS, 4 mana + 1 per effect beyond the first


 * Target under the effects of ongoing spells, spell-like abilities, or supernatural abilities that they can roll a save against get an immediate new saving throw against them. The caster chooses which effects they wish to provide the new saving throw against, and pay an extra mana for each effect they wish to target beyond the first.

Reversal (N)

 * Lv4 [abj] Full-round, Personal, VS, lasts 3 + MAMod rounds, 3 + 1d4 mana


 * The caster gains Reflective Spell Resistance 12 + caster level; mages may add their MAMod to the Spell Resistance. Reversal will reflect spells that fail to break its spell resistance to their original caster, or reflect a once-reflected spell again in one of eight random directions. Does not protect against area effects such as Boom or Dragon Fire.


 * Reversal is susceptible to Trigger as a counter-spell, but only if Trigger defeats the Spell Resistance of Reversal.

Seeker

 * Lv4 [div] Full-round, Personal, VS, lasts for Concentration, 1 mana per round


 * The caster creates a field of what is referred to as a "single-minded sentience" which covers a 20’ radius and spreads another 10’ per round. This field searches for what the caster knows as ingredients for reagents.

Shrink (N)

 * Lv5 [trans] Standard, Touch, VS, WillNeg, lasts 5 + MAMod minutes, WillNeg, SR applies, 4 + 1d4 mana


 * Touched subject must pass a Will save or be reduced by one size and have their Strength and Constitution scores reduced by 4 each (to a minimum of 1). Causes many opponents to retreat. The effects of Shrink may be countered with the Trigger spell.

Strip

 * Lv3 [evoc] Standard, Close Range, VS, WillNeg, SR applies, 4 mana


 * This spell is available only to a Warlock with the Siphony specialization.


 * If the target creature fails their Will save, they lose 1d6 stamina and 2d6 hp, the caster recovers half of this (first as stamina, and then as mana), and the spell DC for the caster's next spell is increased by 1.

Suture, Minor

 * Lv1 [trans] Standard, Touch, VS, 2 mana


 * Touched willing subject is healed for 1d8+MAMod hit points. This spell does not affect Undead creatures.

Suture, Moderate

 * Lv4 [trans] Full-round, Touch, VS, 4 mana


 * Touched willing subject is healed for 1d8 hit points per MAMod (minimum 2d8, maximum 5d8); for instance, if the caster's MAMod were +4, they would heal for 4d8. This spell does not affect Undead creatures.

Suture, Major

 * Lv7 [trans] Full-round, Touch, VS, 7 mana


 * Touched willing subject is healed for n+nd8 hit points, where n equals the spell's Effective Spell Level. This spell does not affect Undead creatures.

Treeshape

 * Lv4 [trans] Full-Round, Personal, VS, lasts 1 hour/level(D), 6 mana + 1 per 15 minutes


 * The caster becomes a Large sized tree, shrub, or even a dead log. While in this form, the caster continues to have all of their senses, gains a +10 Natural armor bonus, is immune to criticals, and has an effective Dexterity of 0 and a movement of 0'. The spell may be dismissed as an Immediate action, but the transformation still takes a Full-Round action.


 * If the caster is Large sized or larger, this spell costs 1 less to initially cast. If the caster is Tiny size or smaller, they may not cast this spell.

Twist

 * Lv5 [trans] Standard, Touch, VS, see desc., SR applies, 2+1d4 mana

Touched subject makes a Fortitude save; succeeding in the save makes the character Sickened for a number of rounds equal to the total mana cost of the spell.
 * The touched area of the subject is twisted and mangled erratically, potentially disrupting vital bodily functions.


 * If the subject fails their save, they are Sickened and take 1d6 damage per ½ caster level (max 8d6). If the subject fails their save by 8 or more, they die automatically.


 * Twist does not affect creatures immune or otherwise unsusceptible to critical hits.

Warp Wood

 * Lv2 [trans] Standard, Close, VS, 1 mana per object


 * One Small-sized wooden object per 2 levels (or the Object Equivalent) may be either:


 * ruined by warping (melee weapons take a -4 attack penalty, etc); or


 * straightened from previously being warped magically or naturally.

Zap (N)

 * Lv1 [ench (elec)] Swift, Touch, VS, lasts 2 minutes or until used, 1 mana


 * Touched weapon deals an extra 1d6 Electrical damage, or touched subject takes 1d6 Electrical damage. Zap, when cast on a weapon, may be countered with the Trigger spell. A Mage may add their MAMod to the damage.

Katta Magic
Katta Magic is only accessible to Katta spellcasters with the Purr feat.

Affinity

 * Lv4 [illus (glamer)], 30 minutes, Touch, VSF(see desc.), permanent, 12 mana


 * The focus of this spell must be an object worth at least 500gp, containing a precious stone (such as a diamond or sapphire), that weighs at most 1/10th of a pound and is no larger than 16 cubic inches (with no more than 6 inches in any dimension; for instance, an object up to 4x4x1 inches, or 4x2x2 inches).


 * The object becomes invisible to all non-Katta creatures unless the caster decides to make it visible to specific individuals. Any creature that cannot see this object have a -20 penalty to finding it during a bodily search. Katta, regardless of their class or abilities, can see not only the item but also the aura around the item.

Bauble

 * Lv1 [illus (pattern)], Full-round, Touch, VSF(see desc.), lasts Cha minutes, WillNeg, 2 mana


 * An object worth at least 1gp must be the focus of this spell; the focus may even be a gold coin.


 * The focus begins to pulsate a light, sparkle, and also appears to be fifty times as valuable as it actually is (Appraise DC 10 + 1/2 caster level + caster's Cha modifier will show otherwise on close inspection).


 * At a distance of up to 120 feet, any creature with an intelligence of 4 or higher who is not engaged in combat and who perceive either the focus item itself or the light it produces will be forced to make a Will save. Failing the Will save, the subject will be compelled to walk towards it in order to investigate, suffering a -5 penalty to all Perception checks while under this compulsion.

Charm

 * Lv3 [ench (mind-affecting)], Full-round, 30', VS + see desc., lasts Concentration + 5 minutes per level, WillNeg, SR applies, 1 mana


 * Any individuals within 30' of the caster make Perception checks. If their Perception check comes out to above 13 out of combat or 20 during combat, they are considered targeted. The caster may choose to make a Perform check with any Perform skill other than Perform (oratory) at a DC 20, but the spell can then no longer be cast on the defensive; a successful Perform check will decrease the required Perception check by 3.


 * All individuals who are considered targeted must pass a Will save. Individuals who fail their Will save vs. Charm undergo the following effects for the duration of the spell:


 * improved reaction to caster;


 * become enthralled with the caster during the time of Concentration to the point that they are less likely to notice other things, taking a -10 penalty to Per-ception and Sense Motive checks for the duration of the performance.

Vanity and Grace

 * Lv3 [ench], Full-round, Personal, VS, lasts 4 rounds, 3 mana


 * Gain a +4 bonus to either Charisma or Dexterity. This spell may only be active once from its source at any time.