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Druidspell

The spells listed below are added to the druid spell list given in the Pathfinder Core Rulebook. Spells new to this book are marked with an asterisk(*).

Spell SummariesEdit

0–Level Druid Spells (Orisons)Edit

Create Water: Remove this from the spell list.
Defiler Scent*: Smells the presence or absence of defilers.
Nurturing Seeds*: Makes 10 seeds or cuttings hardy and easy to transplant.

1st–Level Druid SpellsEdit

Backlash*: 1d6+1 damage/2 levels to defilers.
Black Cairn*: Locates a corpse nearby.
Cooling Canopy*: Summons a cloud to provide shade and prevent dehydration.
Detect Undead: Reveals undead within 60 feet.
Plant Renewal*: Brings one plant back from near destruction.

2nd–Level Druid SpellsEdit

Boneharden*: Hardens bone, making weapons stronger and impairing living beings.
Clear Water*: Doubles the benefit of water.
Conservation*: Protect the land from defilement.
Darkness: 20‐foot radius of supernatural darkness.
Echo of the Lirr*: Stuns creatures in a cone.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis, hold, or slow.
Sleep: Put 2d4 HD of creatures into comatose slumber.
Sting of the Gold Scorpion*: Enlivens scorpion barb to strike with poison of real scorpion once.

3rd–Level Druid SpellsEdit

Boneclaw’s Cut*: Deals damage that continues to cause bleeding damage.
Claws of the Tembo*: Deals 1d6 Str damage and transfers hp.
Clear‐River*: Blows aways or knocks creatures.
Curse of the Black Sands*: Target leaves black oily footprints.
Daylight: 60‐ft. radius of bright light.
Deeper Darkness: Object sheds absolute darkness in 60‐ft. radius.
Eye of the Storm*: Protects 30 ft. radius from effects of storm for 1 hour/level.
Remove Curse: Frees object or person from curse.
Return to the Earth*: Turns dead and undead bodies into dust.
Searing Light: Ray deals 1d8/two levels against undead.
Surface Walk*: Subject treads on unstable surfaces as if solid.
Water Walking: Replaced by surface walk.
Worm’s Breath*: Subjects can breathe underwater, in silt, or earth.
Zombie Berry*: 1d4 berries from the zombie plant become attuned to you.

4th–Level Druid SpellsEdit

Control Tides*: Raises, lowers, or parts bodies of water or silt.
Control Water: Replaced by control tides.
Elemental Strike*: Smites foes with 1d6/level of divine and elemental energy (max 15d6).
Flame Strike: Replaced by elemental strike.
Klar’s Heart*: Enhances combat abilities of all creatures within range.
Nondetection: Hides subject from divination, scrying.

5th–Level Druid SpellsEdit

Braxatskin*: Your skin hardens, granting armor bonus and damage reduction.
Cleansing Flame*: 1d6/level fire damage (max 10d6).
Coat of Mists*: Coalesce a magical mist about the subject’s body.
Conversion*: Removes burden of acts of defiling from a wizard.
Groundflame*: Mist deals 1d6/level acid damage (max 15d6).
Mark of Justice: Designates action that will trigger curse on subject.
Rejuvenate*: Increase the fertility of the land.
Righteous Might: Your size increases, and you gain +4 Str.
Skyfire*: Three exploding spheres each deal 3d6 fire damage.

6th–Level Druid SpellsEdit

Allegiance of the Land*: Grants bonus to AC, temporary hit points, and energy resistance.
Awaken Water Spirits*: Gives sentience to a natural body of water.
Create Oasis*: Conjures a temporary oasis.
Raise Dead: Restores life to subject who died up to 1 day/level ago.
Infestation*: Tiny parasites infect creatures within area.

7th–Level Druid SpellsEdit

Elemental Storm*: Deals 1d6 energy damage/level (max 20d6).
Fire Storm: Replaced by elemental storm.
Waters of Life*: Absorb another creature’s ailments.

8th–Level Druid SpellsEdit

Flame Harvest*: Creates a timed fire trap.
Sirocco*: You conjure a legendary desert wind.

9th–Level Druid SpellsEdit

Flash Flood*: Conjures a flood.
Heartseeker*: Creates a deadly piercing weapon.
Storm Legion*: Transports willing creatures via a natural storm.
Swarm of Anguish*: Transforms you into a swarm of agony beetles.
Wild Lands*: Attract wild creatures to an area.

Spell DescriptionsEdit

Defiler ScentEdit

Divination
Level: Drd 0, Tmp 0
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Area: 20‐ft.–radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your nostrils flare open, searching for the bitter scent of smoldering flesh which accompanies defilers.

You can smell the presence of defilers within the spell’s area of effect. This spell does not reveal the number
of defilers, their locations, or their strength; just their presence or absence. If there are defilers in the spell’s area
of effect, you smell the very strong odor of smoldering meat.

Nurturing SeedsEdit

Abjuration
Level: Drd 0, Rgr 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Up to 10 seeds touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With utmost care you prepare a dung casing to protect the delicate seeds and cuttings, so that they may be transported elsewhere and sprout new plants.

You render up to 10 cuttings or seeds dormant and suitable for transport. The seeds or cuttings can then be taken to an area where inclement weather, lack of moisture, or other problems have kept plants from growing. The dormant seeds or cuttings are planted there and will magically take root and can be used to start new patches of vegetation, anchoring the soil and creating an environment suitable for more plants to survive. This spell protects the transplants from normal weather conditions, but defilers, hungry animals, or unnatural phenomenon (like Tyr–Storms) can still destroy the plants.
Material Component: A tiny bit of dung and a drop of water.

BacklashEdit

Abjuration
Level: Drd 1, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40–ft–radius spread (S)
Duration: 1 day/level or until discharged (D)
Saving Throw: Fortitude half
Spell Resistance: Yes

The ground glows with a translucent sheen of green light, as you complete the casting of the preserver’s scourge.

Also known as the preserver’s scourge, this spell makes the ground dangerous to defilers. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6+1 points of damage for every two caster levels you have (maximum 5d6+5). The defiler must make a Concentration check (DC 10 + spell level + damage dealt) in order to continue casting her spell. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground.
Material Component: A thorn.

Black CairnEdit

Divination
Level: Drd 1, Tmp 1
Components: V, S, F, DF
Casting Time: 1 minute
Range: Long (400 ft, + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level.
Target: One corpse within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A cold breeze carrying the scent of rotting flesh raises the hairs on your neck. Its direction reveals the direction of the corpse you seek if it is nearby.

This spell allows helps you determine the direction of one specific corpse (animal or otherwise) within the spell’s radius. If the corpse is within range, you sense the direction to the corpse.
Focus: An item which belonged to or has been in contact with the corpse.

Cooling CanopyEdit

Conjuration (Creation) [Water]
Level: Clr 1, Drd 1, Rgr 1, Wiz 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A blue cloud gathers in the sky above your target, providing shade from the sun’s searing rays.

When cooling canopy is cast, a 30‐ft.–radius blue cloud gathers in the sky far above the target’s head. This cloud blocks the direct rays of the sun and provides shade for anyone within the spell’s radius. Those so protected need only one–half their normal water ration (or one–quarter if resting instead of traveling) needed to prevent dehydration. A creature must spend the majority of the 12 hours underneath the cooling canopy to decrease their required water intake.
Material Component: A drop of water.
Focus: A filmy bit of material (anything will do) stretched over the top of a stick or twig.

Plant RenewalEdit

Transmutation
Level: Drd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One plant
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your caring touch restores the dying plant to life. Its color returns, and the air feels fresher for a moment.

You revive a single plant that has been mostly wilted or dried out, but not completely turned to ash. The plant may have suffered from a lack of water, partial defilement, or insect predation that has left it on the verge of destruction. This spell revives it and makes it hardy enough to transplant elsewhere. If the plant then receives proper care, it will survive and thrive, living out its appointed time and possibly leaving seeds from which other plants may grow. If neglected or misused, the plant does not remain artificially alive. This spell has no effect on plant creatures.
Material Component: A drop of water.

BonehardenEdit

Transmutation
Level: Drd 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature or object
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted bones emit a cracking sound as they swell. You complete the gestures for your spell, spilling mortar from your hand.

When this spell is cast, it causes bone to harden and become less brittle. Bones under the affect of this spell are harder to break than normal. If used on an inferior bone weapon, this spell removes the normal penalties to attack rolls. If cast on a creature, the creature’s bones harden, causing them to ache and the joints to swell. This gives the creature a –4 penalty to Dexterity. Creatures without a skeleton (elementals, oozes, plants and most constructs) are unaffected by this spell.
Material Component: A bit of mortar.

Clear WaterEdit

Transmutation [Water]
Level: Drd 2, Living Waters 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 gallon of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Impurities and imperfections are removed, as you change the regular water into a truer elemental form with your magic.

You make water twice as effective at quenching thirst and nourishing plant life. A creature only needs to drink half as much clear water as it would need to drink normal water. For example, an active human needs only 1/2 gallon of clear water each day to avoid dehydration, instead of the normal one gallon. When used to grow plants, clear water can double the yield of fruit or grain–bearing plants, but this benefit only comes if clear water is used to irrigate the crop every day.

ConservationEdit

Abjuration
Level: Drd 2, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40‐ft.–radius spread
Duration: 1 day/level or until discharged.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Upon completing the ritual of ash, blood and water, a mysterious pattern appears on the ground. As it is absorbed by the land, it secures its energy from those who would siphon it.

If a defiler tries to use land that is under a conservation spell to power his spells, he must make a Will save or be
unable to use the land at all. Even if he succeeds, the land is considered as barren terrain for the purposes of determining the spell’s DC and level check modifier. The area of ash the defiler actually creates when tapping land under a conservation spell is half that of normal. A second attempt to pull power from the same area for the duration of the spell fails completely, regardless of any success achieved the first time.
Material Component: A drop of water, a drop of blood, and a sifting of ash.

Echo of the LirrEdit

Evocation [Sonic]
Level: Drd 2, Rgr 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone–shaped burst
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You open your mouth and mimic the forceful roar of the lirr. A sound wave ripples the air in a cone before you, stunning your enemies.

Creatures caught in the cone of sound you emit must make a successful Will save or be stunned for 1d3 rounds. Creatures that cannot hear are not stunned.
Focus: A lirr scale.

Sting of the Gold ScorpionEdit

Necromancy
Level: Drd 2, Rgr 2, Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

The dried out barb of the gold scorpion once more seethes with poison as you finish casting your spell, being careful not to hurt yourself on the barb.

You magically enliven the barb of a gold scorpionʹs tail and immediately make a normal melee attack against
a living creature. (You are considered armed and do not provoke an attack of opportunity.) If you hit the target
with the scorpion barb, the victim suffers as if he had been stung by a real gold scorpion. He must make a Fortitude save immediately or suffer 1d6 points of temporary Strength damage. The victim must make a second
Fortitude save 1 minute later. If the secondary save fails, the victim suffers 1d4 points of temporary Strength
damage. This spell does not affect creatures immune to natural venoms or poisons. The barb becomes useless once it is used.
Material Component: The barb of a gold scorpion.

Boneclaw’s CutEdit

Necromancy
Level: Drd 3, Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. per level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You viciously slice the air in front of you with a boneclaw knife. Wounds appear on your target’s flesh, which bleed profusely.

The victim of the boneclawʹs cut suffers wounds as if from a boneclaw’s talons. The victim receives one cut per four caster levels (to a maximum of five cuts at 20th level). Each cut inflicts 2 point of damage and continues to bleed, dealing an additional 2 points of damage per round for 10 rounds (for a total of 20 points of damage per cut). A successful Heal check (DC 15) or use of a cure spell prevents the wounds from bleeding further.
Focus: A knife made from a boneclaw’s talon.

Claws of the TemboEdit

Transmutation (Polymorph)
Level: Drd 3, Rgr 3, Wiz 4
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

You feel an intense pain as vicious claws spring forth from your hands, similar to those of a tembo.

You grow vicious claws similar to those of a tembo. You may make two claw attacks per round, each dealing 1d6 (1d8 if you are Large, or 1d4 if you are Small) points of damage plus your Strength modifier. Like the dreaded tembo, your claws can drain a victimʹs life force and transfer it to you. Every time you hit with a claw, the creature struck must make a Fortitude save. If it fails, it takes an additional 1d4 points of damage, and you heal that many hit points. If the transferred hit points bring your total above your normal maximum, the additional hit points are temporary hit points. You are unable to cast spells with somatic components while this spell is in effect.
Material Component: A scale from a tembo.

Clear–RiverEdit

Evocation [Force]
Level: Drd 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: Cone–shaped burst
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

A roaring stream of force spreads from your fingertip towards your enemies, deflecting their arrows before slamming them off their feet.

This spell functions like gust of wind; except that the effect is force–based and that the creature sizes affected by
the spell are increased by one size category (i.e. Large creatures are unable to move forward against the force of
the blast).

The roaring blast is sufficient to tear objects from unsuspecting hands within the area of effect. (A Reflex
save allows a creature to maintain its grasp on an object.) Arrows, bolts, and spears are deflected away and miss. (A giant–thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Incorporeal creatures, gases, most gaseous breath weapons, and creatures in gaseous form are shunted away from the area of the blast.

Curse of the Black SandsEdit

Transmutation
Level: Clr 4, Drd 3, Broken Sands 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

Oily black footprints appear in the earth and silt in which the creature you designate steps. An inix would have an easier time hiding its tracks.

When this curse is cast, the target leaves black, oily footprints in the earth or on silt. The prints are easily
tracked and cannot be erased or destroyed until the spell expires. Any Survival checks to track the target have the DC reduced by 10. These tracks can be covered, but not by earth. A giant leaf, for example, could hide a few
footprints, but this would be a temporary fix at best. The target does not leave these tracks if he flies, teleports, or climbs on a non–earthen surface (such as climbing through trees).

In areas of silt, a black streak resembling a slow current will follow the cursed character whenever he is in contact with the surface. This includes wading or walking on the top of the silt by spell or magical devices, but not the use of a siltskimmer or floater. Should you cast several of these spells on multiple targets, you will be able to tell the various trails apart, even if they should cross or overlap.

The trail disappears when the spell expires.

Eye of the StormEdit

Abjuration
Level: Wiz 2, Clr 3, Drd 3, Furious Storm 2, Rgr 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30‐ft.–radius emanation centered on you
Duration: 1 hour/level.
Saving Throw: None
Spell Resistance: No

You create a magical calm in the center of the storm, an area safe from powerful winds, rain and sand.

You create a pocket of calm in a 30 ft. radius centered on you. The circle moves with you. Within the circle, the
air is calm, and people may converse at a normal volume. Outside the circle, there may be a raging sand storm or a terrifying Tyr–storm. Like the eye of a hurricane, the area affected by the spell remains unharmed. The storm roars by but has no effect on those within the sheltered eye. Eye of the storm does not exclude storms created by spells or the storm–like abilities of creatures.
Material Component: A few grains of sand thrown into the wind.

Return to the EarthEdit

Necromancy
Level: Clr 2, Drd 3, Decaying Touch 1, Tmp 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpses or corpse–like creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Throwing dust at the body and uttering a prayer of destruction, you make the creature wither and decompose at an unnatural rate. It dries to become a lifeless husk before it decomposes into dust.

You can decompose a body just by casting dust or earth at it. You need to spend 4 rounds to decompose a Medium corpse. (Double the time required for each size category larger than Medium; halve the time for each size category less than Medium, to a minimum of 1 round). Corpses decomposed by this spell can still be restored to life, but cannot be turned into undead.

You may throw earth or dust as a ranged touch attack (maximum range 10 ft., no range increment); the earth
deals 1d12 points of damage to corporeal undead and constructs that are composed of dead flesh or bones.

Surface WalkEdit

Transmutation
Level: Clr 3, Drd 3, Rgr 3, Tmp 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 touched creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the spell is completed, the recipients feel lighter, as if they are floating on air. They hover slightly above the ground, allowing them to walk on any surface.

The transmuted creatures can tread on an unstable surface as if it were firm ground. Mud, oil, silt, snow,
quicksand, running water, ice, and even lava can be traversed easily; since the subjects’ feet hover an inch or
two above the surface (creatures crossing molten lava still take damage from the heat). The creatures can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater or under silt (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
Note: This spell replaces the water walk spell from the Pathfinder Core Rulebook.

Worm’s BreathEdit

Transmutation
Level: Clr 3, Drd 3, Rgr 3, Tmp 3, Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The skin crawls and sharp pain stings in the chest, as the body ceases to breathe with its lungs, instead absorbing oxygen into the capillaries under the skin’s surface.

The transmuted creatures can breathe freely regardless of being submerged in water, silt, or earth. Divide the duration evenly among all the creatures you touch. The subjects can breathe normally in silt–filled air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort. This spell does not make creatures unable to breathe air.
Arcane Material Component: A worm.

Zombie BerryEdit

Transmutation
Level: Drd 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1d4 berries from a zombie plant
Duration: 1 day/level; see text
Saving Throw: None; see text
Spell Resistance: No; see text

Purple fumes and a sickly sweet odor momentarily seep from the berries you enchant with the enslaving feature of the zombie plant.

Casting zombie berry on a handful of berries from a zombie plant temporarily alters them so that instead of becoming enslaved by the zombie plant, the one who consumes such a berry becomes your loyal servant
instead. You can always tell which berries you have affected. Any humanoid eating one of the berries must
succeed at a Will save or be affected as by the charm person spell (this is a mind–affecting effect).
Material Component: The berries to be enchanted.

Control TidesEdit

Transmutation [Water or Earth]
Level: Clr 4, Drd 4, Wiz 6, Tmp 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water or silt in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S)
Duration: 10 minutes/level (D)
Saving Throw: None: see text
Spell Resistance: No

Stretching your hands towards the sky and shouting incantations that echo off into the distance, you witness the
instant changing of the tide.

Depending on the version you choose, the control tides spell raises or lowers the level of water or silt.
Lower Tide: This causes silt (or water or similar liquid) to sink away to a minimum depth of 1 inch. The depth
can be lowered by up to 2 feet per caster level. The surface is lowered within a squarish depression whose sides are up to 10 feet long per caster level. In extremely large and deep bodies of silt, such as deep in the sea of silt, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water or silt elementals and other water– or silt–based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Tide: This causes silt (or water or similar liquid) to rise in height, just as the lower tide version causes it to
lower. Silt skimmers raised in this way slide down the sides of the hump that the spell creates. If the area
affected by the spell includes riverbanks, a beach, other land near the raised water or silt, the water or silt can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A pinch of dust.
Note: This spell replaces the control water spell in the Pathfinder Core Rulebook.

Elemental StrikeEdit

Evocation [see text]
Level: Clr 5, Drd 4, Fiery Wrath 5, Tmp 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10‐ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A column of divine and elemental energy shoots downward from the point you designate, striking those caught beneath it with the fury of your element.

An elemental strike produces a vertical column. The spell deals 1d6 points of damage per caster level
(maximum 15d6). Half the damage is energy damage, but the other half results directly from divine power and is
therefore not subject to being reduced by resistance to energy–based attacks. The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting. Clerics must choose the energy type that corresponds to their patron element.
Air: Sonic
Earth: Acid
Fire: Fire
Magma: Fire
Rain: Electricity
Silt: Acid
Sun: Fire
Water: Cold
This spell’s subtype is the same as the type of energy you cast.
Note: This spell replaces the flame strike spell from the Pathfinder Core Rulebook.

Klar’s HeartEdit

Transmutation
Level: Drd 4, Tmp 5
Components: V, S, DF
Casting Time: 1 round
Range: 20 ft.
Target: All living creatures within a 20‐ft. burst, centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You transform nearby creatures into beings as fierce as klars, increasing their fighting capacity.

You magically enhance the combat ability of all living creatures, allies and enemies alike, within 20 feet
(including you). Subjects of the spell receive a +4 enhancement bonus to Strength and +1d4 temporary hit
points per two caster levels. When the spell ends, any remaining temporary hit points from its effect are lost.

BraxatskinEdit

Transmutation
Level: Clr 6, Drd 5, Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Your skin hardens into chitin plates that grant you natural protection, and spikes grow on your body, emerging from your skin with a burst of pain.

You get a +5 enhancement bonus to natural armor, but you suffer a –2 penalty to Dexterity and an additional 20% chance of arcane spell failure. The spikes act as +5 armor spikes, and you gain proficiency with them. You also gain damage reduction 10/metal.
Material Component: A piece of braxat hide.

Cleansing FlameEdit

Evocation [Fire]
Level: Clr 5, Drd 5, Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One creature
Effect: Bolt of flame
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes

By performing a throwing gesture as you complete the spell, you launch an arrow–shaped, pure, white flame. A hissing noise is heard as it darts towards its target.

You create a bolt of flame that strikes its target, dealing 1d6 points of fire damage per caster level (maximum 10d6).

This spell can only affect defilers, templars whose sorcerer‐kings are defilers, creatures with the defiled
template, creatures with the evil subtype, and undead. The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out.

A creature killed by this spell has its remains utterly consumed (but not its equipment and possessions). The
only way to restore life to a creature that was killed in this way is to use true resurrection, reality revision, or miracle.

Coat of MistsEdit

Conjuration [Water]
Level: Desert Mirage 4, Drd 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Spilling the contents of your waterskin, you watch as mists rise from the ground where the water lands. The mist coalesces around your target, enveloping it in a bluish shroud.

You gather a magical mist around a creature. The mist absorbs the first 5 points of damage from any fire–based
effects each round. It also provides the same protection against hot weather as the endure elements spell, and grants the creature concealment (20% miss chance) as the blur spell.

Further castings of coat of mists do not have any effect, and coat of mist’s damage absorption does not stack with any other kind of energy resistance.
Material Component: 1 gallon of water.

ConversionEdit

Abjuration
Level: Drd 5
Components: V, S, M, F
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

You share the herb concoction with the repentant wizard, establishing a link between the two of you. You take upon yourself the burden of sacrifice to remove his taint. As if sucking poison from a wound, you feel a sharp sting as it courses through your veins, slowly being diluted by your blood until it is gone.

This spell removes the burden of acts of defiling from an arcane spellcaster. The wizard seeking atonement must be truly repentant and desirous of setting right their destruction of plant life. If the subject defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, conversion operates normally at no
cost to you. However, if the defiling was deliberate and willful, the defiler must offer up a sacrifice representing his past atrocities, such as a magic item, a spellbook, or any other appropriate items totalling at least 2500 Cp. The caster must be at least one level higher that the subject. After the ritual is complete, the defiler's Defiling Points and Defiler Score are reset.
Material Component: Burning incense and sacrificial items totalling 2500 Cp
Focus: Rare plants and herbs worth at least 500 Cp.

GroundflameEdit

Conjuration (Creation) [Acid]
Level: Drd 5, Wiz 6
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cylinder (20‐ft. radius, 5 ft. high)
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A glob of fluorescing green gas spews from the ground. In the blink of an eye, it changes color to vibrant blue. Then a blinding flash and all of your enemies are in suffering.

A highly corrosive mist deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area.

RejuvenateEdit

Transmutation
Level: Clr 6, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Circle of ground extending out to range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Ash and dust is whirled up into the air and takes on a bright green glow, resembling that of fireflies. As they fall on the sterile land, the ground feels soft and moist once more.

You grant the ability to support vegetation to an area of ground. In the case of ground made sterile by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. A circle of ground extending out from you is enriched and moistened, and a blanket of fine grass appears instantly. The soil and grass are not magical, however, and are subject to normal weather conditions. However, the grass will survive for at least a week, even in the worst of weather.

The spell may also be cast on any ground short of solid rock. If cast on an area that can already support plant life, rejuvenate increases the ground’s fertility as the enrichment effect of the spell plant growth, and the range is a half mile.
Material Component: A seed (any kind) and a drop of water.

SkyfireEdit

Evocation [Fire]
Level: Drd 5, Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Three 5‐ft.–radiuses spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

Three bolts of crimson flame spurt from the end of your fingers, quickly moving towards their target, exploding on a fiery blast upon contact.

This spell functions like meteor swarm, except that you create three egg–sized spheres that inflict 1d6 points of
bludgeoning damage (no save), and 3d6 points of fire damage in a 5‐ft.‐radius spread.

Allegiance of the LandEdit

Evocation
Level: Drd 6
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

A tangible, glowing, white–green aura surrounds you like a sheath of flame and your eyes glow with life–giving energy as you are infused with the protective powers of the spirits of the land.

You call upon the spirits of the land to protect you from harm. You receive 1 temporary hit point per caster
level and a +5 enhancement bonus to your natural armor bonus. You ignore the first 15 points of energy damage
per round. (For example, if you take 13 points of fire damage and then 5 points of electricity damage, you suffer only 3 points of electricity damage that round).

Awaken Water SpiritsEdit

Transmutation [Water]
Level: Drd 6, Living Waters 6
Components: V, S, DF
Casting Time: 1 hour
Range: See text
Target: 1 body of water; see text
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Your touch sends ripples through the water. A tingling sensation fills your mind as you witness the sentience of the summoned water spirit coming to life.

You give sentience to a natural body of water. To awaken a body of water, you must touch the water’s surface while calling on a water spirit.

You can communicate with any body of water that you have awakened from any distance on the same plane.
Awakened water spirits are initially friendly towards you, but not obliged to follow you. The awakened water spirit
has no offensive or defensive combat ability and cannot move; it has no Strength, Dexterity, or Constitution score. The awakened water spirit has an Intelligence, Wisdom and Charisma of 3d6. The water spirit can sense any creature within 200 feet of its location. The water spirit can also channel spells cast by you. Any spell of 3rd level or lower can be cast through the water spirit as if the caster was actually the location of the water spirit. The water spirit must be willing for you to use this function of the spell.

Dispel magic and similar spells and powers destroy the water spirit if successful—the water spirit gets no saving throw to resist being dispelled. The spirit is treated as a 10–Hit Dice creature for purposes of turning and rebuking water creatures.

Create OasisEdit

Conjuration (Creation)
Level: Drd 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: See text
Effect: A magic oasis
Duration: See text
Saving Throw: None
Spell Resistance: No

Between the four stone markers etched with druidic symbols water sprouts from the ground as your ritual is completed, bringing into existence what will be a lush oasis – a source of life in the wastes.

You create a lush oasis within the confines of a ring of standing stones of your creation. The maximum radius of
the oasis is 50 feet per caster level beyond 10th; you may create a smaller oasis if desired. Before the spell can be cast, you must erect a circle of stones. Each stone must be at least 12 feet tall and no more than 4 feet wide or thick, rough–hewn and oblong, and set into the ground to stand on end. Four stones must be placed around the area the oasis will fill: one to the north, east, south and west points of the oasis. Cutting and placing a single stone requires 48 worker–hours, provided stones are readily available in the area and the workers have appropriate tools (chisels, spikes, hammers, rollers). If tools or ready stones aren’t available, this time may increase or, at the DM’s discretion, the preparation may be impossible. Also, particularly skilled or capable workers may cut the time by as much as half. You can erect the stones yourself through physical or magical labor, or you may enlist the help of any number of other creatures. After the last stone is placed, you must cast create oasis from the exact center of the ring. Interruptions during the placement of stones do not negate the spell, provided all the stones are in place at the time of casting.

Once cast, the circle inside the stones is instantly transformed into a plant–filled, water–rich oasis. The trees
and bushes are laden with nourishing, delicious fruits, and small game birds and animals appear, supported by springs and pools of fresh, cool water. The oasis can also sustain one Medium creature for every 50 square feet of the oasis. Each night, lost animals, fruits, and water are automatically replenished. Defiling magic still causes permanent damage; subtract the damaged area when considering the oasis’ ability to support living creatures. The oasis remains intact until you physically move beyond the ring of standing stones or until you voluntarily end the spell. Once ended, the oasis and the standing stones vanish, leaving the exact terrain that existed before. The spell also ends if you are slain.
Material Component: Four standing stones and the materials to build them totalling 500 Cp per 50‐ft.‐radius of oasis created.

InfestationEdit

Conjuration (Summoning)
Level: Clr 7, Drd 6, Ruinous Swarm 6, Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures in a 10‐ft.–radius sphere
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes

You hold your palm in front of your face and gently blow the magical parasites into the air. They dart towards your enemies, taking root in clothes, hair and flesh.

Tiny parasites take root in the clothes, hair, and skin of living creatures within the area. The victims rarely realize
a spell has been cast on them—they must make a Wisdom check (DC 20) to sense the parasites—so the symptoms are usually the first sign of the spell’s effects. It takes 1 day before infestation sets in. A remove disease or heal spell removes the parasites, as do spells that repel or destroy insects.

Even if the infestation is removed, a creature must heal its effects separately. Those who have lost their sight to eye mites, for example, need a spell that could restore vision, such as remove blindness/deafness. A heal spell,
however, cures all injuries.

You choose the type of parasite from the following list:
Ear Mites: These microscopic creatures cause permanent deafness in 1d6+6 days.
Eye Mites: Eye mites cause permanent blindness in 1d6+6 days.
Desert Lice: Desert lice cause their host to feel generally unhealthy, uncoordinated, and dizzy. The victims suffer a –4 penalty on all saving throws.
Sand Fleas: While these tiny creatures aren’t deadly, they are a source of constant itching and discomfort. Anyone infected by sand fleas cannot heal wounds naturally, due to misery and discomfort. The victim becomes cranky and irritable, resulting in a –2 penalty on all interaction checks (such as Bluff, Diplomacy, Intimidate, and Sense Motive) and initiative rolls. Sand fleas notoriously leap from host to host, almost like a contagious disease. Anyone coming into contact with an afflicted creature must make a Fortitude save or become infested as well.
Mind Worms: These tiny vermin infest a victim’s hair and secrete a drug that excites certain portions of the
brain, causing hallucinations, delirium, and hysteria. The worms’ effects grow in time, so the first few hallucinations are mild and probably undetectable by the victim’s companions. Eventually, his condition
deteriorates, and it becomes obvious that he is suffering from some mind–altering ailment. Whenever in combat
(or other stressful situations) the character becomes confused (as the spell). Each day, he must make a Will save or become permanently confused.

Elemental StormEdit

Evocation [see text]
Level: Clr 8, Drd 7, Smoldering Spirit 7
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10‐ft. cubes/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Sheets of energy rise from the ground, enveloping the area in destructive elemental energies. Streaks of elemental energy fork and shoot back and forth with destructive power.

When an elemental storm spell is cast, the whole area is shot through with sheets of destructive elemental
energies. The energies do not harm natural vegetation, ground cover, and plant creatures in the area you wish to
exclude. Any other creatures within the area take 1d6 points of energy damage per caster level (maximum
20d6). The type of energy damage, as well as the energy descriptor of the spell, is chosen at the time of casting.
Clerics must choose the energy type that corresponds to their patron element.
Air: Sonic.
Earth: Acid.
Fire: Fire.
Magma: Fire.
Rain: Electricity.
Silt: Acid.
Sun:Fire.
Water: Cold.
This spell’s subtype is the same as the type of energy you cast.
Note: This spell replaces the fire storm spell in from the Pathfinder Core Rulebook.

Waters of LifeEdit

Transmutation [Water]
Level: Drd 7, Living Waters 7
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Target: One gallon of liquid
Duration: See Text
Saving Throw:
None; see text
Spell Resistance: No

You create an elixir of potent herbs that heals wounds and other ailments. The serum smells sweetly, like kank honey, only purer, and glows in the darkness.

You transform one gallon of any liquid into sweet–smelling serum that cures hit point damage, blindness,
disease, poisoning, and fungal growth (such as the transformation of flesh into green slime), regenerates lost
organs and limbs, and ends magical enchantments. You give half of the potion to the subject and drink the
rest yourself. Drinking the half gallon requires one minute. If the subject is unconscious, then you can wet the
subject’s lips with the elixir and anoint its face and body with the rest of its share. Once you drink your half, the
subject is healed as though it received the spells heal, break enchantment, and regenerate.

The subject’s ailments transfer to you. You suffer all hit point damage, ability damage, poisons, curses, and diseases—everything that previously afflicted the subject. You fall into a near–comatose state for 1 hour while your body fights off infections and repairs the damage. At the end of the hour, you awaken and must make a Fortitude save (DC 20). If you succeed, you are healed as the subject was, and all is well. If you fail, you retain every injury and ailment the subject had suffered, and you are exhausted.

You can use rare and expensive herbs to reverse even death itself, as long as the subject could be raised by the
raise dead spell. On drinking the elixir, the subject suffers a loss in level. Raising the dead with this spell brings your Fortitude save DC to 25; you die if you fail the save. As a third option, you may instead divide the waters
of life into 8 pint–sized flasks, which require only a standard action to drink. The flask heals 3d8 points of
damage and cures one of the conditions listed above. These smaller doses do not require you to drink them and
do not cause a coma.
Material Component: Local herbs with a value no less than 5,000 Cp. If you wish to raise the dead, you must use rare herbs costing 10,000 Cp.

Flame HarvestEdit

Evocation [Fire]
Level: Drd 8, Fiery Wrath 7
Components: V, S, DF
Casting Time: 1 hour
Range: Touch
Area: Up to 36 5‐ft. by 5‐ft. squares (S)
Duration: See text
Saving Throw: Reflex half
Spell Resistance: Yes

You slowly walk the area to be trapped for an hour, envisioning the rising flames and setting on the conditions that will trigger its activation.

You create a trap in a large field, copse of wood, or other flammable area, to be triggered by predefined
conditions. You may leave the area, and the trap remains set for 1 month.

The trigger conditions may be as simple or as complex as you like, but they cannot be changed once the spell is
placed. You should be careful about the wording, lest the trap trigger unintentionally. Some possible conditions are: whenever anyone sets foot in this grove, or whenever a templar draw his or her weapon. When the trap triggers, the area is engulfed in flames, dealing 8d8 points of fire damage to creatures and objects in the area. The site continues to burn normally, and creatures in the area takes 1d6 points of fire damage until the fire burns itself out.

SiroccoEdit

Evocation [Air]
Level: Drd 8, Furious Storm 6
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level) and cylinder (1,000 ft. radius, 400 ft. high)
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

You conjure forth a terrible sandstorm, the dreaded sirocco. An uncontrollable force which sweeps up anything on the ground not tied down, and tearing at the flesh with stinging sand and chips of stone.

You create a raging storm over a vast area. To cast this spell, you must be able to see the sky, and you must be in an area covered with sand or loose stone. Calling up a sirocco is perilous, since you cannot control it, and you
are as affected by the storm as anyone else. Once formed, the sirocco sweeps along the ground, whipping up small objects, dust, and sand, and carrying them along with terrific speed. Each round of exposure to the storm inflicts 2d8 points of piercing and bludgeoning damage to all creatures and objects in the area. Creatures with total cover take no damage. In addition, winds of windstorm force buffet the area.

Flash FloodEdit

Conjuration (Creation) [Water]
Level: Drowning Despair 8, Drd 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: One mile upstream and downstream of a chosen point, or a 100‐ft.–radius circle
Duration: Instantaneous or 1 min./level
Saving Throw: None
Spell Resistance: No

You open a gateway to the elemental planes, conjuring forth a powerful wave of water, which floods the land. The flood is accompanied by the roars of the raging sea.

This spell is most effective in a river or stream’s flood plain, or another contained area, such as a twisted canyon
in a mountain pass, in rocky badlands terrain, or even a dried–out riverbed.

Flood Plain: If cast in a river or stream’s flood plain, flash flood causes the river to overflow its banks as its
level rises 40 feet from the current level with fast–moving water. You choose a point of the river. From that point to
a mile upstream and a mile downstream, the river’s flood plain becomes full with water. All creatures caught in the flood must make successful Swim checks (DC 20) or go under. Each round underwater, a victim suffers 1d8
points of nonlethal damage from battering. If a creature stays afloat, it must continue to make a Swim check every round. After 5 successful Swim checks, the creature successfully reaches the bank of the fast–flowing river. The flood carries creatures along with it downstream until it empties into a larger channel, or a distance of 10 miles (in which case the flood has run its limit), whichever occurs first. Creatures caught in the flood are carried at a speed of 90 feet per round.

Outside a Flood Plain: This spell is far less devastating in an open plain. Water pours from the sky, seemingly out of nowhere, absolutely drenching a 100–foot–radius area and reducing visibility to 10 feet. Tiny creatures are swept off their feet and must make a Swim check (DC 10) each round to stay afloat; Small and Medium creatures are checked, and verbal communication is impossible for the duration of the storm (1 minute per caster level). All fires within the area of effect are instantly quenched, and fire spells such as fireball are impeded (as if underwater).

HeartseekerEdit

Transmutation
Level: Clr 9, Drd 9, Forged Stone 8
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One piercing weapon
Duration: Permanent
Saving Throw: None; Fortitude partial
Spell Resistance: No

You transform the pointed weapon into a true harbinger of death, a weapon which sprouts roots when it hits its target. The roots and branches seek out vital organs, instantly killing or lethally wounding the victim.

This terrible spell is cast on a piercing weapon made partially of wood, usually a spear or an arrow. When the weapon damages a creature, the wooden shaft of the weapon begins to sprout as if growing. The roots and branches seek out vital organs as a source of nutrients. If the creature fails a Fortitude save, the vines burst through the victim’s vital organs, killing him instantly. If the save is successful, the creature manages to pull the weapon out but takes 10d8 points of damage. The weapon is destroyed after being used. Creatures immune to critical hits automatically make their Fortitude save.
Material Component: Ritual herbs totalling 500 Cp.

Storm LegionEdit

Transmutation [Air]
Level: Drd 9, Furious Storm 8
Components: V, S, F, DF
Casting Time: 1 minute
Range: Touch
Target: You and other creatures with total Hit Dice 5/caster level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

The powerful winds of the storm tear at your party’s bodies, painfully dissolving layer by layer of skin, then bone and organs, until you are completely dissolved. The storm carries your essence for a distance you have specified, upon which your bodies are reassembled from raining bone, tissue and blood.

You transport willing corporeal creatures via a storm system. The storm may not be created magically; it must be a natural storm, such as a dust storm, sandstorm, windstorm, or lightning storm produced by natural weather. Note that Tyr–storms are magical in origin and thus cannot be used for storm legion.

The storm dissolves the subjects of the spell and all of the possessions that they were carrying. Only you retain consciousness, and you control the storm’s direction. The storm moves at 8d6 miles per hour and cannot be affected by any further weather–affecting magic, including another storm legion spell. Once you travel the desired distance, or if the storm legion is dispelled or the duration expires, you and the other traveling creatures begin to rain down from the sky as fragments of bone, tissue, and blood. This lasts for 1 minute, as the fragments reassemble into the transported creatures. A creature is helpless as its body is reassembled.
Focus: A storm in the sky overhead.

Swarm of AnguishEdit

Transmutation (Polymorph)
Level: Drd 9, Ruinous Swarm 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Your skin bulges and it feels as if hundreds of insects crawl beneath it. In an explosion of flesh and blood, a swarm of agony beetles burst from your body, taking the shape of your form, accompanied by a loud buzzing.

Your body and equipment transform into a swarm of agony beetles with a collective will. This spell functions as
shapechange: You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. If the swarm disperses, you die.

Agony Beetle, Swarm CR 13Edit

Always N Medium vermin (swarm)
Init +3; Senses darkvision 60 ft.; Perception +0
Languages
AC 21, touch 21, flat–footed 18
(+3 Dex, +18 deflection)
hp 136 (16 HD)
Defensive Abilities swarm traits; Immune swarm immunities
Fort +14, Ref +13, Will +5
Weakness swarm vulnerabilities
Speed 5 ft. (1 square), fly 20 ft. (good)
Melee swarm (4d6 plus agony)
Space 30 ft.; Reach 20 ft.
Base Atk +12; CMB ―; CMD
Atk Options agony, distraction
Abilities Str 1, Dex 17, Con 19, Int ―, Wis 10, Cha 1
Feats
Skills Perception +0, Stealth +8
Agony (Su) Agony beetles attach painful tendrils to their victims. A creature that takes damage from an agony beetle swarm also suffers indescribable pain, causing 2d6 points of temporary Constitution damage.
Distraction (Ex) Any living creature that begins its turn with an agony beetle swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution–based.

Wild LandsEdit

Enchantment [Mind–affecting]
Level: Drd 9
Components: V, S
Casting Time: 4 hours
Range: 1 mile/level
Area: Emanation with radius 1 mile/level, centered on a natural object
Duration: Permanent
Saving Throw: None
Spell Resistance:
No

The smell of raw meat and sickly sweet flowers permeates the air and is caught by the wind, attracting wild creatures to your location.

An object you designate attracts wild animals and magical beasts. It must be a natural object, such as a tree
or boulder, of at least Medium size. Wild animals and magical beasts gravitate slowly over several weeks to occupy the area of effect. Druids use this spell to protect their guarded lands. Each week, creatures with total HD equal to the caster’s level are attracted to the site and remain if the environment can support them. If there is
not sufficient plant and animal life to support the creatures, they will leave.

Wild lands can be dispelled by destroying the object that serves as the focal point of the spell.

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