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Pathfinder Reference Document
Pathfinder Reference Document

Spell Lists

In addition to supporting the new occult classes, many of the spells below appear on the spell lists of preexisting classes. These spells are cast as arcane or divine spells when cast by arcane or divine classes, respectively.

The following lists summarize the new spells presented in this book, arranged by class and level. A superscript "F" or "M" appearing at the end of a spell's name in the spell lists denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: These lists present the spells in alphabetical order by name, except when a spell's name begins with "lesser," "greater," or "mass," or is otherwise closely linked with a spell that has a similar name, in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures.

Caster 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. The word "level" in the short spell descriptions always refers to caster level.

Creatures and Characters: "Creature" and "character" are used synonymously in the short descriptions.

Alchemist Antipaladin Bard Cleric Druid Inquisitor Magus Medium Mesmerist Occultist Psychic Ranger Shaman Sorcerer/Wizard Spiritualist Summoner Witch

Alchemist Spells

2nd-Level Alchemist Spells

Catatonia: Make a willing target appear to be dead.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

3rd-Level Alchemist Spells

Hypercognition: Rapidly recall everything you know about a subject.

Antipaladin Spells

1st-Level Antipaladin Spells

Demand Offering: Make a creature give you an object it's holding.

2nd-Level Antipaladin Spells

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

4th-Level Antipaladin Spells

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Bard Spells

1st-Level Bard Spells

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Bard Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and nearby creatures become fascinated.

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Bard Spells

Hypercognition: Rapidly recall everything you know about a subject.

4th-Level Bard Spells

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

5th-Level Bard Spells

Repress Memory: Remove a piece of knowledge from your mind.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

6th-Level Bard Spells

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Cleric Spells

2nd-Level Cleric Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Ghost Whip: Create a ghost touch whip that passes through objects.

3rd-Level Cleric Spells

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

4th-Level Cleric Spells

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Cleric Spells

Call Spirit: Make the spirit of one creature manifest.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Wall of Ectoplasm: Wall of spirits blocks movement on the Material Plane and Ethereal Plane and causes fear.

7th-Level Cleric Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Druid Spells

3rd-Level Druid Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

6th-Level Druid Spells

Primal Regression: Make a creature become bestial and unintelligent.

Inquisitor Spells

2nd-Level Inquisitor Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Inquisitor Spells

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

4th-Level Inquisitor Spells

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Inquisitor Spells

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

6th-Level Inquisitor Spells

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Magus Spells

2nd-Level Magus Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Ghost Whip: Create a ghost touch whip that passes through objects.

3rd-Level Magus Spells

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

4th-Level Magus Spells

Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

5th-Level Magus Spells

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

6th-Level Magus Spells

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Medium Spells

0-Level Medium Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

1st-Level Medium Spells

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Mindlink: Communicate a great deal of information in an instant.

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Medium Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Objects: Send or receive a small object via teleportation.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Hypercognition: Rapidly recall everything you know about a subject.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Possession, Greater: Project your soul into an object, animating it.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Placebo Effect: Temporarily suppress an affliction or condition.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

Sealed Life: Prevent a creature from transferring life force to or from others.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

3rd-Level Medium Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Call Spirit: Make the spirit of one creature manifest.

Erase Impressions: Erase psychic impressions from an object.

Mind Probe: Learn answers from a subject's memories.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Possession: Project your soul into a creature's body.

Retrocognition: Gain psychic impressions from past events in a location.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

4th-Level Medium Spells

Create Mindscape: Form an immersive mindscape.

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession: As lesser object possession, but with a larger object.

Remote Viewing: Gain psychic impressions from a distant location.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

Telepathy: Communicate mentally with creatures within 100 ft.

Thoughtsense: Automatically detect nearby conscious creatures.

Mesmerist Spells

0-Level Mesmerist Spells

Detect Psychic Significance: Find psychically charged items.

1st-Level Mesmerist Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Demand Offering: Make a creature give you an object it's holding.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Mindlink: Communicate a great deal of information in an instant.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

Thought Echo: Replace surface thoughts with a mental echo.

2nd-Level Mesmerist Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Emotive Block: Add an emotion component to all of the target's spells.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Placebo Effect: Temporarily suppress an affliction or condition.

3rd-Level Mesmerist Spells

Analyze Aura: Read a creature's or object's alignment, emotion, health, and magic auras.

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Synaptic Pulse: Stun creatures in a 30-ft. radius.

Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.

Synesthesia: Target moves at half speed, takes penalties, and has trouble casting spells.

4th-Level Mesmerist Spells

Create Mindscape: Form an immersive mindscape.

Erase Impressions: Erase psychic impressions from an object.

Mind Probe: Learn answers from a subject's memories.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Riding Possession: As possession, but you observe instead of control the subject.

Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.

Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.

Telepathy: Communicate mentally with creatures within 100 ft.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Mesmerist Spells

Dream Council: Communicate with multiple sleeping creatures.

Dream Scan: Read a dreaming creature's thoughts.

Foster Hatred: Cause creatures to hate one type of creature.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Mind Swap: Switch minds with another creature for 1 hour per level.

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Primal Regression: Make a creature become bestial and unintelligent.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.

Repress Memory: Remove a piece of knowledge from your mind.

Synesthesia, Mass: As synesthesia, but affecting multiple creatures.

6th-Level Mesmerist Spells

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping.

Occultist Spells

0-Level Occultist Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Occultist Spells

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Mindlink: Communicate a great deal of information in an instant.

Object Reading: Read psychic impressions left on an object.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Occultist Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Demand Offering: Make a creature give you an object it's holding.

Ghost Whip: Create a ghost touch whip that passes through objects.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

3rd-Level Occultist Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Erase Impressions: Erase psychic impressions from an object.

Retrocognition: Gain psychic impressions from past events in a location.

Riding Possession: As possession, but you observe instead of control the subject.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Talismanic Implement: As contingency, but invests a spell into one of your implements.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

4th-Level Occultist Spells

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Mind Probe: Learn answers from a subject's memories.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession: As lesser object possession, but with a larger object.

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

Possession: Project your soul into a creature's body.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

5th-Level Occultist Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Remote Viewing: Gain psychic impressions from a distant location.

6th-Level Occultist Spells

Possession, Greater: As possession, but your body vanishes.

Psychic Spells

0-Level Psychic Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Psychic Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Mind Thrust I: Mentally deal 1d6 points of damage per level.

Mindlink: Communicate a great deal of information in an instant.

Psychic Reading: Read surface thoughts to learn information about a subject.

Quintessence: Mask any flaws of or damage to a creature or object.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

Thought Echo: Replace surface thoughts with a mental echo.

2nd-Level Psychic Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Aversion: Cause the target to avoid an object or location.

Demand Offering: Make a creature give you an object it's holding.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Hypercognition: Rapidly recall everything you know about a subject.

Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round.

Implant False Reading: Instill false psychic impressions into an object.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Mental Barrier I: Gain a +4 shield bonus to AC and resist mind thrust for 1 round as an immediate action.

Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.

Mind Thrust II: As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8).

Object Reading: Read psychic impressions left on an object.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

Paranoia: Target becomes hostile to all creatures.

Placebo Effect: Temporarily suppress an affliction or condition.

Thought Shield I: As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.

3rd-Level Psychic Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Cognitive Block: Add a thought component to all of the target's spells.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Ego Whip I: Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round.

Emotive Block: Add an emotion component to all of the target's spells.

Id Insinuation II: As id Insinuation I, but affects two creatures and has a stronger confusion effect.

Mental Barrier II: As mental barrier I, but +6 to AC.

Mind Thrust III: As mind thrust II, but deal a maximum of 10d8 points of damage.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Synaptic Pulse: Stun creatures in a 30-ft. radius.

Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thought Shield II: As thought shield I, but +6 on Will saves.

4th-Level Psychic Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Create Mindscape: Form an immersive mindscape.

Ego Whip II: As ego whip I, but a –4 penalty and staggered for 1d4 rounds.

Id Insinuation III: As id Insinuation I, but affects three creatures and has a stronger confusion effect.

Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.

Mental Barrier III: As mental barrier I, but +8 to AC.

Mind Probe: Learn answers from a subject's memories.

Mind Thrust IV: As mind thrust II, but a maximum of 15d8 points of damage and target is fatigued for 1 round.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Riding Possession: As possession, but you observe instead of control the subject.

Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.

Thought Shield III: As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Psychic Spells

Dream Scan: Read a dreaming creature's thoughts.

Ego Whip III: As ego whip I, but a –6 penalty and staggered for 1d6 rounds.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Erase Impressions: Erase psychic impressions from an object.

Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Id Insinuation IV: As id Insinuation I, but affects four creatures and you select the confusion effect.

Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.

Mental Barrier IV: As mental barrier III, plus 25% chance to prevent critical hits and sneak attacks.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mind Thrust V: As mind thrust IV, but target is exhausted or fatigued for 1 round.

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Psychic Crush I: Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save.

Remote Viewing: Gain psychic impressions from a distant location.

Retrocognition: Gain psychic impressions from past events in a location.

Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.

Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.

Telepathy: Communicate mentally with creatures within 100 ft.

Thought Shield IV: As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.

Tower of Iron Will I: As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

6th-Level Psychic Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Council: Communicate with multiple sleeping creatures.

Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature's body on the plane where it lies sleeping.

Ego Whip IV: As ego whip I, but a –8 penalty and staggered for 1d8 rounds.

Foster Hatred: Cause creatures to hate one type of creature.

Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.

Mental Barrier V: As mental barrier III, plus 50% chance to prevent critical hits and sneak attacks.

Mind Thrust VI: As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned for 1 round.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Primal Regression: Make a creature become bestial and unintelligent.

Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points of damage per level on a save and harder to resist.

Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.

Repress Memory: Remove a piece of knowledge from your mind.

Thought Shield V: As thought shield IV, but lasts 1 round per level.

Tower of Iron Will II: As tower of Iron will I, but lasts 2 rounds.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

7th-Level Psychic Spells

Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.

Ego Whip V: As ego whip I, but a –10 penalty and staggered for 1d10 rounds.

Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.

Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points of damage per level on a save and harder to resist.

Synesthesia, Mass: As synesthesia, but affecting multiple creatures.

Tower of Iron Will III: As tower of Iron will I, but lasts 3 rounds.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

8th-Level Psychic Spells

Bilocation: Exist in two places at once.

Possession, Greater: As possession, but your body vanishes.

Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of damage per level on a save and no Fort save at 1/2 hp or fewer.

Tower of Iron Will IV: As tower of Iron will I, but lasts 4 rounds.

9th-Level Psychic Spells

Akashic Form: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.

Divide Mind: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.

Dream Voyage: As dream travel, but with more flexibility and able to affect more creatures.

Microcosm: Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world.

Mind Swap MajorM: Swap minds with another creature forever.

Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points of damage per level on a save.

Psychic Image: Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will.

Telekinetic Storm: Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius.

Tower of Iron Will V: As tower of Iron will I, but lasts 5 rounds.

Ranger Spells

3rd-Level Ranger Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Shaman Spells

1st-Level Shaman Spells

Mindlink: Communicate a great deal of information in an instant.

2nd-Level Shaman Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

3rd-Level Shaman Spells

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

4th-Level Shaman Spells

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

5th-Level Shaman Spells

Call Spirit: Make the spirit of one creature manifest.

6th-Level Shaman Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Primal Regression: Make a creature become bestial and unintelligent.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Decrepit Disguise: Make an object seem worthless.

Deja Vu: Make a creature repeat its actions.

Mindlink: Communicate a great deal of information in an instant.

Quintessence: Mask any flaws of or damage to a creature or object.

2nd-Level Sorcerer/Wizard Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Demand Offering: Make a creature give you an object it's holding.

Ghost Whip: Create a ghost touch whip that passes through objects.

Paranoia: Target becomes hostile to all creatures.

Psychic Reading: Read surface thoughts to learn information about a subject.

3rd-Level Sorcerer/Wizard Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Detect Mindscape: Sense the presence and attributes of mindscapes.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.

4th-Level Sorcerer/Wizard Spells

Hypercognition: Rapidly recall everything you know about a subject.

Mindscape Door: Create a portal allowing entry to and exit from a mindscape.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Sorcerer/Wizard Spells

Condensed Ether: Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Create Mindscape: Form an immersive mindscape.

Mind Probe: Learn answers from a subject's memories.

Object Possession: As lesser object possession, but with a larger object.

Oneiric Horror, Greater: As oneiric horror, plus Str damage.

Parchment SwarmM: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.

Possession: Project your soul into a creature's body.

Thoughtsense: Automatically detect nearby conscious creatures.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

6th-Level Sorcerer/Wizard Spells

Dream Scan: Read a dreaming creature's thoughts.

Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.

Mind Swap: Switch minds with another creature for 1 hour per level.

Psychic Asylum: Perform a lengthy mental task in a private mindscape.

Telepathy: Communicate mentally with creatures within 100 ft.

7th-Level Sorcerer/Wizard Spells

Awaken ConstructM: Grant a construct humanlike sentience.

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.

Dream Council: Communicate with multiple sleeping creatures.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Retrocognition: Gain psychic impressions from past events in a location.

Shadow Body: Turn your body into a living shadow.

8th-Level Sorcerer/Wizard Spells

Possession, Greater: As possession, but your body vanishes.

9th-Level Sorcerer/Wizard Spells

Bilocation: Exist in two places at once.

Spiritualist Spells

0-Level Spiritualist Spells

Detect Psychic Significance: Find psychically charged items.

Grave Words: Force a corpse to babble.

Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

1st-Level Spiritualist Spells

Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.

Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.

Charge Object: Infuse psychic energy and ownership history into an item.

Mindlink: Communicate a great deal of information in an instant.

Psychic Reading: Read surface thoughts to learn information about a subject.

Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.

2nd-Level Spiritualist Spells

Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.

Catatonia: Make a willing target appear to be dead.

Emotive Block: Add an emotion component to all of the target's spells.

Ghost Whip: Create a ghost touch whip that passes through objects.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

Instigate Psychic Duel: Start a psychic duel between yourself and another creature.

Object Reading: Read psychic impressions left on an object.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

3rd-Level Spiritualist Spells

Analyze Aura: Read a creature's or an object's alignment, emotion, health, and magic auras.

Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.

Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.

Object Possession, Greater: Project your soul into an object, animating it.

Riding Possession: As possession, but you observe instead of control the subject.

Sealed Life: Prevent a creature from transferring life force to or from others.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

4th-Level Spiritualist Spells

Aura Alteration: Masks a creature's or an object's alignment, emotion, health, and magic auras.

Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.

Erase Impressions: Erase psychic impressions from an object.

Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.

Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.

Mind Swap: Switch minds with another creature for 1 hour per level.

Mindwipe: Erase a portion of the target's mind and experiences, inflicting negative levels.

Possession: Project your soul into a creature's body.

Telekinetic Maneuver: Perform a telekinetic combat maneuver.

Thoughtsense: Automatically detect nearby conscious creatures.

5th-Level Spiritualist Spells

Call Spirit: Make the spirit of one creature manifest.

Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.

Foster Hatred: Cause creatures to hate one type of creature.

Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier.

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession: As lesser object possession, but with a larger object.

Remote Viewing: Gain psychic impressions from a distant location.

Shadow Body: Turn your body into a living shadow.

Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

6th-Level Spiritualist Spells

Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.

Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.

Possession, Greater: As possession, but your body vanishes.

Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference.

Telepathy: Communicate mentally with creatures within 100 ft.

Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Summoner Spells

3rd-Level Summoner Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

4th-Level Summoner Spells

Riding Possession: As possession, but you observe instead of control the subject.

Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.

5th-Level Summoner Spells

Mind Swap: Switch minds with another creature for 1 hour per level.

Possession: Project your soul into a creature's body.

Witch Spells

2nd-Level Witch Spells

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.

Apport Objects: Send or receive a small object via teleportation.

Demand Offering: Make a creature give you an object it's holding.

Enshroud Thoughts: Ward yourself against thought detection and memory alteration.

Ghost Whip: Create a ghost touch whip that passes through objects.

Paranoia: Target becomes hostile to all creatures.

3rd-Level Witch Spells

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.

Aversion: Cause the target to avoid an object or location.

Babble: Target becomes nauseated and causes nearby creatures to become fascinated.

Catatonia: Make a willing target appear to be dead.

Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.

4th-Level Witch Spells

Object Possession, Greater: Project your soul into an object, animating it.

Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.

Riding Possession: As possession, but you observe instead of control the subject.

5th-Level Witch Spells

Object Possession: As lesser object possession, but with a larger object.

Possession: Project your soul into a creature's body.

Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

6th-Level Witch Spells

Mind Swap: Switch minds with another creature for 1 hour per level.

7th-Level Witch Spells

Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Object Possession, Greater: As object possession, but the object is more powerful and you can possess a construct.

Primal Regression: Make a creature become bestial and unintelligent.

Shadow Body: Turn your body into a living shadow.

Withdraw Affliction: Remove an affliction and inflict it on another creature.

8th-Level Witch Spells

Possession, Greater: As possession, but your body vanishes.