
You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points.Ĭurse target with a distracting, unbearable itch. Your recall and ability to process information improve.ĭiscover a temporary spring of fresh, flowing water.Īnimals can’t perceive one subject/level. Reduce the hardness of a stone object or lower the AC of an earth-type creature. Light wind protects one target from clouds, gases, heat, and vapors.Ģd4 berries each cure 1 hp (max 8 hp/24 hours). Target takes cold damage and is fatigued.

Ignore movement penalty in difficult terrain.Ī magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage ( Ref half, SR applies).Īs flare, but all creatures within 10 ft. Outlines subjects with light, canceling blur, concealment, and the like. You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Slow the metabolism and other bodily functions of a creature for a short amount of time.Įxist comfortably in hot or cold regions.

Target awakens from normal rest as if ate and drank a nutritious meal. You can detect other worshipers of your deity. Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking. Ruins ammunition loaded in the targeted firearm. Reduces effects of sun exposure and heat. Trade natural armor bonus for a bonus on attacks with natural weapons.Ī metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.Ĭalls the nearest wild animal of the designated type with CR equal to or less than your caster level.Ī wild surge of energy courses through your body and propels you into a sprint. Gain a bonus to Stealth and make checks without cover or concealment. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Gives bonuses on Perception checks and ranged attacks. Increase/decrease strength of natural winds. Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round.Ī living touched target contracts an advanced form of scurvy.Ĭreates a small pocket of air around your head or an object.

ft./level of food or water.Įnhances a small handful of food to feed a creature for a day. +1 on one attack roll, saving throw, or skill check. Touched creature gains +2 on one Diplomacy or Intimidate check.ĭazzles one creature (–1 penalty on attack rolls). You temporarily alter the color of your skin, hide, or scales to another option legal for your race.ĭetects spells and magic items within 60 ft.ĭetects poison in one creature or object. The word “level” in the short spell descriptions that follow always refers to caster level.Ĭreatures and Characters: “Creature” and “character” are used synonymously in the short descriptions. Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.Ĭaster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name. column denotes a focus or material component not normally included in a spell component pouch.
