You call upon the wild winds of the Abyssal atmosphere, howling with the screams of damned and demented souls in torment. The area is filled with winds of windstorm strength (Core Rulebook 439), blowing in a random direction each round. Creatures within the area of effect are
You call upon the wild winds of the Abyssal atmosphere, howling with the screams of damned and demented souls in torment. The area is filled with winds of windstorm strength (Core Rulebook 439), blowing in a random direction each round. Creatures within the area of effect are
As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may
As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may
This spell grants you resistance to the holy powers of good-aligned deities and their servants. You resist 10 points of damage from holy sources (divine power damage from flame strike, additional damage from smite evil, channeled positive energy, etc.), provided they originate from a
This spell grants you resistance to the holy powers of good-aligned deities and their servants. You resist 10 points of damage from holy sources (divine power damage from flame strike, additional damage from smite evil, channeled positive energy, etc.), provided they originate from a
This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effect
This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effect
This spell functions as holy ice weapon, except the weapon is made of frozen unholy water, and instead deals additional damage to creatures that are susceptible to unholy water.
This spell functions as holy ice weapon, except the weapon is made of frozen unholy water, and instead deals additional damage to creatures that are susceptible to unholy water.
This spell functions as holy ice, except it is made of frozen unholy water rather than holy water.
This spell functions as holy ice, except it is made of frozen unholy water rather than holy water.
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 points of damage/2 caster levels (maximum 5d8) to a good creature (or
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. The spell deals 1d8 points of damage/2 caster levels (maximum 5d8) to a good creature (or
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus
This spell functions as unhallowed blows, except the enhancement bonus is +1 per 4 caster levels (maximum +5). Alternatively, you can imbue all of a creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).Greater unhallowed blows can be
This spell functions as unhallowed blows, except the enhancement bonus is +1 per 4 caster levels (maximum +5). Alternatively, you can imbue all of a creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).Greater unhallowed blows can be
This spell empowers the natural attacks or unarmed strikes of undead creatures, granting a +1 enhancement bonus on attack and damage rolls made by the target with its unarmed strikes or attacks with one natural attack. This spell can cause an undead creature’s unarmed strike to
This spell empowers the natural attacks or unarmed strikes of undead creatures, granting a +1 enhancement bonus on attack and damage rolls made by the target with its unarmed strikes or attacks with one natural attack. This spell can cause an undead creature’s unarmed strike to
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred
When a creature attempts to touch you with an attack (such as a touch attack, an unarmed strike, an attack with a natural weapon, or a grapple), it feels a field of force blocking its way. It can choose to abandon the attempt, losing its action, or to push through the ward. If it
When a creature attempts to touch you with an attack (such as a touch attack, an unarmed strike, an attack with a natural weapon, or a grapple), it feels a field of force blocking its way. It can choose to abandon the attempt, losing its action, or to push through the ward. If it
This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than
This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point/four caster levels (maximum total bonus +7). If the spell is cast on
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point/four caster levels (maximum total bonus +7). If the spell is cast on
During this spell's duration, you can touch the sign of a creature's passage that you have identified using the Survival skill to make the other steps in the creature's path perfectly clear to you, no matter how minute. This trail can't be more than 24 hours old. You can follow
During this spell's duration, you can touch the sign of a creature's passage that you have identified using the Survival skill to make the other steps in the creature's path perfectly clear to you, no matter how minute. This trail can't be more than 24 hours old. You can follow
The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it
The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it
You shroud a single trap with a powerful illusion to make it more difficult to locate. Spells like detect magic can't locate any magic aura from either the target trap or from undetectable trap. Furthermore, a character under the effect of the find traps spell doesn't receive an
You shroud a single trap with a powerful illusion to make it more difficult to locate. Spells like detect magic can't locate any magic aura from either the target trap or from undetectable trap. Furthermore, a character under the effect of the find traps spell doesn't receive an
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
You cause a plant to rustle noisily, distracting nearby creatures. You can attempt a Bluff check to create a distraction to hide, using your caster level + your Wisdom modifier in place of your total Bluff skill bonus and applying the result to all creatures within 30 feet. You
You cause a plant to rustle noisily, distracting nearby creatures. You can attempt a Bluff check to create a distraction to hide, using your caster level + your Wisdom modifier in place of your total Bluff skill bonus and applying the result to all creatures within 30 feet. You
You create a pale silver barrier that repels undead. Mindless undead and intelligent undead with fewer Hit Dice than your caster level cannot enter the area or penetrate the barrier. Undead of Hit Dice equal to or greater than your caster level can pass through this barrier by making
You create a pale silver barrier that repels undead. Mindless undead and intelligent undead with fewer Hit Dice than your caster level cannot enter the area or penetrate the barrier. Undead of Hit Dice equal to or greater than your caster level can pass through this barrier by making
This spell functions like circle of death, except that it destroys undead creatures as noted above.
This spell functions like circle of death, except that it destroys undead creatures as noted above.
You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras
You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras
You alter an undead creature's energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to channel negative energy or produce negative energy effects (such as inflict spells),
You alter an undead creature's energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to channel negative energy or produce negative energy effects (such as inflict spells),
This spell functions as undead anatomy III, except it allows you to use more abilities. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet,
This spell functions as undead anatomy III, except it allows you to use more abilities. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet,
This spell functions as undead anatomy II, except it also allows you to assume the form of a Diminutive or Huge corporeal creature of the undead type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90
This spell functions as undead anatomy II, except it also allows you to assume the form of a Diminutive or Huge corporeal creature of the undead type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90