Non-Core Spells

  • adoration
    • bard 1, mesmerist 1, sorcerer/wizard 2, witch 2
    • Ultimate Combat
    • Yoshala Vishki cast this spell on his cousin Miri (albeit without verbal or somatic components).
  • anthropomorphic animal
    • druid 3, sorcerer/wizard 3, witch 3
    • Ultimate Magic
    • This spell is in Omnia Mutandis.
  • beacon of luck
    • bard 3, cleric/oracle 3, inquisitor 4, paladin 4
    • Inner Sea Gods
    • Paizo has declared that this spell counts as Core for worshippers of Desna.
  • bleeding wounds
    • magus 1, sorcerer/wizard 1, witch 1
    • 1001 Spells
    • Crazy Bogden had this in his spellbook.
  • blightcore meltdown
    • sorcerer/wizard 8
    • Gothic Compendium
    • This spell is in Omnia Mutandis.
  • blood transcription
    • alchemist 2, magus 2, wizard 2, witch 2
    • Ultimate Magic
    • Kendra Lorrimor has this in her spellbook.
  • bomber’s eye
    • alchemist 1
    • Advanced Player’s Guide
    • Vorkstag had this in his formula book.
  • call cannibals
    • witch 4
    • Gothic Compendium
    • This spell was on one of the Sarkoris Stones retrieved (but not read) by Isinwen.
  • cannibal compulsion
    • witch 6
    • Gothic Compendium
    • This spell was on one of the Sarkoris Stones retrieved (but not read) by Isinwen.
  • clear conscience
    • alchemist 1, bard 1, sorcerer/wizard 1, witch 1
    • 1001 Spells
    • Jominda Fallenbridge included this spell in the formula book that the town of Ravengro presented to Arlyxannah.
  • contact dark tapestry
    • alchemist 2
    • This spell is unique to the campaign.
    • Vorkstag had this in his formula book.
  • defending bone
    • cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
    • Inner Sea Gods
    • Paizo has declared that this spell counts as Core for worshippers of Pharasma.
  • dream feast
    • cleric/oracle 1, druid 1, ranger 1
    • Inner Sea Gods
    • Paizo has declared that this spell counts as Core for worshippers of Desna.
  • early judgement
    • cleric/oracle 2, inquisitor 2, witch 1
    • Inner Sea Gods
    • Paizo has declared that this spell counts as Core for worshippers of Pharasma.
  • exsanguinate
    • antipaladin 4, inquisitor 4, witch 5
    • Gothic Compendium
    • This spell was on a scroll belonging to Lady Evgenya Zunaida
  • faceless disguise
    • alchemist 1, sorcerer/wizard 1
    • Gothic Compendium
    • This spell was in the ghast’s spellbook.
  • fire breath
    • alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
    • Advanced Player’s Guide
    • Vorkstag had this in his formula book.
  • fleshcurdle
    • sorcerer/wizard 2
    • Gothic Compendium
    • Vorkstag had this in his formula book (even though it is not normally useable by alchemists).
  • force spikes
    • druid 3, sorcerer/wizard 3
    • 1001 Spells
    • Karen paid a hero point to add this spell to the campaign.
  • genetic purification
    • alchemist 4, sorcerer/wizard 5
    • Gothic Compendium
    • This spell is in Omnia Mutandis.
  • gloom blade bolts
    • bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
    • Advanced Race Guide
    • Learned at 6th level by Isinwen(approved by Dale)
  • infernal healing
    • cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
    • Inner Sea World Guide
    • This spell was in the ghast’s spellbook.
  • molten orb
    • bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
    • Advanced Class Guide
    • Seekreek cast this spell in front of the party.
  • moonstruck
    • druid 4, sorcerer/wizard 4, witch 4
    • Advanced Player’s Guide
    • This spell is in Omnia Mutandis.
  • mutagenic mist
    • alchemist 5, sorcerer/wizard 5
    • Gothic Compendium
    • This spell is in Omnia Mutandis.
  • mutagenic reversion
    • alchemist 3, cleric 3; sorcerer/wizard 3
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • mutant plague
    • sorcerer/wizard 9
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • mutation
    • alchemist 4, sorcerer/wizard 5
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • mutation [mass]
    • sorcerer/ wizard 8
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • nauseating pollen
    • druid 2, ranger 2, witch 2
    • 1001 Spells
    • Seekreek cast this spell in front of the party.
  • not there
    • alchemist 3, sorcerer/wizard 3
    • Gothic Compendium
    • This spell was on a scroll belonging to Lady Evgenya Zunaida
  • one of us
    • alchemist 6, sorcerer/wizard 7
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • plant spy
  • ray of the eclipse
    • cleric/oracle 2, inquisitor 2, magus 1, sorcerer/wizard 1
    • Deep Magic
    • Karen paid a hero point to add this spell to the campaign.
  • screech
    • witch 3
    • Advanced Player’s Guide
    • Seekreek cast this spell in front of the party.
  • seething eyebane
    • cleric 1, witch 1, wizard 1
    • Book of Vile Darkness (3.5)
    • Professor Lorrimor had borrowed the book On Verified Madness which contained this spell. The book is currently back in Laurelgauge Library at the University of Lepidstadt (Note: the page containing this spell has been ripped out).
  • smite abomination
    • cleric/oracle 5, inquisitor 4
    • Inner Sea Gods
    • Paizo has declared that this spell counts as Core for worshippers of Pharasma.
  • summon horde of flesh
    • sorcerer/wizard 6, summoner 5
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • summon mutants
    • sorcerer/wizard 4, summoner 3
    • Gothic Compilation
    • This spell is in Omnia Mutandis.
  • unstable isotope
    • alchemist 1, sorcerer/wizard 1
    • Gothic Compilation
    • This spell is in Omnia Mutandis.

Spell Descriptions

Blightcore Meltdown

School conjuration [creation]
LeveL sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (powdered bloodstone worth 100 gp)
Range medium (100 feet + 10 feet/level)
Target 60-foot-radius spread
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance no

You create a coruscating mass of blightburn crystal that pulsates with a bright green radiance, casting deadly emanations throughout the area. Each round a creature begins its turn within the blightcore meltdown, it takes 2d6 points of fire damage and must succeed at a Fortitude save or contract blightburn sickness.

Blightburn Sickness: contact; save initial save DC is equal to the spell’s save DC; subsequent saves are Fortitude DC 22; frequency 1/day; effect 1d6 Con damage and 1d6 Cha damage; cure 2 consecutive saves.

Creatures protected by a force effect take only half damage and gain temporary immunity to blightburn sickness for a number of rounds equal to the spell level of the force effect they are using. After this time, the blightburn radiation penetrates the force effect and creatures within are exposed to full damage and blightburn sickness, though they gain a +4 bonus to their saving throw against contracting the disease. If a creature is using multiple force effects, add the total spell levels of all force effects to determine how long it will take the blightburn radiation to penetrate.

The presence of the blightcore meltdown interferes with teleportation effects of all kinds, including not only actual teleportation but also planar travel and calling and summoning effects. Any such effect cast within—or cast so as to cause creatures to appear within—the area of a blightburn meltdown requires a caster level check against a DC of 15 plus your caster level or the effect fails.

Finally, a blightcore meltdown greatly enhances polymorph effects or effects that alter the size of a living target within the area. The targets of such effects take a -4 penalty on their saving throws, while creatures casting such effects gain a +4 bonus to caster level checks to overcome spell resistance. Such effects are more tenacious and difficult to remove as well, increasing the DC of caster level checks to dispel or remove such effects by 4.

Call Cannibals

School conjuration (summoning) [mythos]
Level witch 4
Casting Time 1 round
Components V, S, M (a piece of humanoid flesh)
Range close (25 ft. + 5 ft./2 levels)
Target one or more summoned creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no

This spell summons one or more necrophagic minions to serve you. You may summon 1d3 fiendish ghouls (including lacedons), 1 fiendish ghast, or 1d3 fiendish cannibals. This spell otherwise functions as summon monster.

Cannibal Compulsion

School enchantment (compulsion) [curse, evil, mythos]
Level witch 6
Casting Time 1 standard action
Components V, S, M (a drop of ghoul blood)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates
Spell Resistance yes

The target of this spell is cursed with unquenchable physical and spiritual hunger for the flesh of its own kind. This compulsion can affect even mindless creatures or undead, though constructs, plants, and amorphous or incorporeal creatures are immune.

On a failed Will save, the target can discern the presence of creatures of its own type as if it had scent and is compelled to attack the nearest such creature with bite attacks, to the exclusion of all other forms of attack. If it lacks a bite attack, its bite is considered an unarmed strike (provoking attacks of opportunity if it does not possess Improved Unarmed Strike) that deals slashing damage. Its bite transmits ghoul fever and allows the target to use the grab special attack against creatures of its type. Its savage gnawing and tearing bites deal 1 point of Constitution bleed on a successful grapple check; this Constitution bleed is increased to 1d4 per round if the target’s victim is pinned.

Each time the target kills a creature of its type, it receives a new saving throw to end the cannibal compulsion; however, the target is left sickened for 1 hour by the horror of the experience. Cannibal compulsion cannot be dispelled, but remove curse, dispel evil, or break enchantment can end its effects.

Contact Dark Tapestry

School divination (mythos)
Level alchemist 2

This spell functions like contact other plane, except that the caster can only contact the Dark Tapestry (which counts as an Outer Plane for the purposes of this spell).

Exsanguinate

School necromancy [pain]
Level antipaladin 4, inquisitor 4, witch 5
Casting Time 1 standard action
Components V, S, M (a drop of blood)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D); see text
Saving throw Fortitude partial; see text
Spell Resistance yes

You cause a bleeding target’s vital fluids to gush out in a sanguine torrent. The target is immediately fatigued, and any bleed or blood drain damage it takes is doubled. This includes both hit point damage and ability score damage or drain. In addition, the target’s bleeding is not automatically stopped by the application of healing magic; instead, a creature using a healing effect on the target must succeed at a caster level check (or a level check, if using a supernatural effect such as channeled positive energy) against a DC of 15 plus your caster level in order to stop your bleeding. If this caster level check is failed, the healing effect cures only half the normal amount of damage and does not stop the bleeding. A Heal check to stop your bleeding must succeed against the same DC. This spell has no effect on a target that is not bleeding, and if the target’s bleed damage is halted the spell ends.

At the end of each round, the target must attempt an additional Fortitude save. The target becomes exhausted on the first failed save, stunned for 1 round on the second failed save, and on the third failed save drops to -1 hit points and gains the dying condition. A fourth failed save results in death.

Faceless Disguise

School illusion (glamer) [mythos];
Level alchemist 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level (D)

You make yourself and all your gear appear as a featureless, genderless humanoid statue of pale stone, smooth in appearance yet coarse to the touch, seeming to crumble slightly into drifts of dust when strongly struck. You gain a +5 bonus to Stealth checks in areas of natural stone or rubble and a +10 bonus to Sleight of Hand checks to hide small objects on your person. A creature that interacts with the glamer, including attacking or being attacked by you, gets a Will save to recognize the faceless disguise as an illusion.

A faceless disguise, however, is a double illusion. Creatures seeing through the outer illusion instead perceive you as an emaciated, naked, genderless, hairless, eye-less, nose-less, many-toothed, slick, clay-colored humanoid of indeterminate age. The only distinguishing marks which appear upon the illusion at all are a series of shifting, jagged geometric diagrams in lieu of a face. Those perceiving this second illusion are filled with horror and revulsion, taking a -2 penalty to Charisma for 1 hour (Will negates); this penalty is doubled for creatures sharing your type and subtype. This is a mind-affecting effect, and creatures with Intelligence of 2 or less are immune. Those making their second save see through both layers of the illusion and suffer no ill effects from interacting with you.

Fleshcurdle

School transmutation (polymorph)
Level sorcerer/ wizard 2
Casting Time 1 standard action
Components V, S, M (scrap of pickled flesh)
Range close (25 ft. + 5 ft./2 levels)
Target one living or undead creature
Duration 1 round/level
Saving Throw Fortitude negates
Spell Resistance yes

You warp the target creature’s flesh, discolouring it and causing it to become misshapen and impairing its function. When you cast this spell, you must choose one of three types of effects to inflict on the target—movement, attacks, or defence.

Attacks: One of the creature’s natural attacks takes a –2 penalty on attack and damage rolls, only scores a critical hit on a natural 20, and only deals ×2 damage on a confirmed critical hit.

Defence: The creature’s natural armour bonus decreases by 4, to a minimum bonus of +0.

Movement: One of the creature’s movement speeds (chosen by you) is halved.

Most undead are susceptible to fleshcurdle, but amorphous creatures and creatures without flesh are immune (such as elementals, oozes, plants, gaseous or incorporeal creatures, and skeletons).

Genetic Purification

School transmutation (polymorph)
Level alchemist 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (powdered bloodstone worth 50 gp)
Range touch
Target one living creature
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes

This spell eradicates genetic impurities, purging the target’s cellular essence of taint and mutation. Genetic purification eliminates disease from the target without the need for a caster level check; however, supernatural diseases or diseases that are also curses are removed only temporarily and may recur if the curse or supernatural effect that caused the disease is not removed. This spell also negates any polymorph effect currently affecting the target; no caster level check is required, but the target is allowed a Fortitude save to resist the effect if unwilling.

The spell can also be used to permanently purge the genetic material of the target, instantaneously transforming a part-human creature such as an aasimar, half-elf, half-orc, ifrit, oread, sylph, tiefling, or undine into a full-blooded human. In terms of game statistics, the target is affected as a dead creature returned to life as a human by a reincarnate spell, including acquiring two permanent negative levels. A half-elf or half-orc can instead be polymorphed into a full-blooded elf or orc (as appropriate). Genetic purification does not affect dead creatures.

Alternatively, genetic purification can permanently removes a template that includes the “half-“ prefix, including half-celestials, half- dragons, and half-fiends. If the target creature fails its save, the target reverts to a normal creature of its type. Genetic purification does not affect other templates, whether inherited or acquired.

Mutagenic Mist

School conjuration (creation)
Level alchemist 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (any two potions or extracts of transmutation spells)
Range close (25 ft. + 5 ft./2 levels)
Target 20-foot-radius spread, 20 feet high
Duration 1 round/level
Saving Throw Fortitude negates (see text)
Spell Resistance yes

You create a bank of multihued mist that shifts constantly in colour and turgidity, obscuring vision as fog cloud. Creatures within the mist take a -2 on saving throws against spells or effects of the polymorph subschool. In addition, any creature beginning its turn within the mutagenic mist is affected as fleshcurdle, acquiring a randomly determined deformity (equal chance of offence, defence, or movement, rolling randomly to determine the specific deformity if a creature possesses more than natural weapon or more than one form of movement). A creature failing multiple saves can acquire multiple deformities from the mutagenic mist. These deformities remain for 2d6 rounds after a creature leaves the mutagenic mist.

Mutagenic Reversion

School transmutation (polymorph)
Level alchemist 3, cleric 3; sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (a container that once held an alchemical mutagen)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fortitude negates
Spell Resistance yes

This spell causes a creature mutated by magical forces to revert to its normal state, or at least partially back to normal for a severely mutated creature. This spell suppresses one alchemical mutagen or alchemical discovery that modifies a mutagen, plus one additional such effect for every 5 levels of the caster. Likewise, it suppresses the effects of one polymorph effect or effect which changes the target’s size (e.g., reduce person, righteous might), plus an additional such effect for every 5 levels of the caster. Alchemical discoveries with the highest minimum alchemist level are lost first, as are spells of the highest level. In the case of a tie, randomly determine which is lost. If a lost discovery causes the target to fail to meet the prerequisites for other discoveries, those discoveries are also lost.

Mutant Plague

School transmutation (polymorph) [curse]
Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a vial of blood from two mana-wasted mutants of different creature types)
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature/level
Duration instantaneous
Saving Throw Fortitude negates (see text)
Spell Resistance yes

You instantly infect all creatures that fail their save with mana fever, and they become highly infectious carriers of a deadly mutagenic plague. As long a carrier has at least 1 point of Charisma drain, they remain unaware of their illness. If their Charisma drain is removed without curing their disease, they become aware of their condition. A carrier’s disease is difficult to remove, requiring a caster level check against a DC of 11 plus your caster level; this is in addition to the normal caster level check for remove disease and similar spells.

Mana fever (carrier): injury; save Fort DC = spell DC; onset instantaneous; frequency 1/day; effect 1d3 Con damage, 1d3 Cha drain; cure 2 consecutive saves.

As long as a carrier is infected, it can spread the mutant plague to any creature it damages with its natural weapons. Each round a target takes damage from a carrier’s natural weapons (regardless of how many natural weapons hit), that target must save or become infected with the common version of mana fever, which is less virulent than the original strain imparted by the mutagenic meltdown and can be cured as any other supernatural disease. At the GM’s option, creatures that share food or drink or have sexual contact with the carrier must also save or contract mana fever.

Mana fever: injury; save Fort DC = 10 + 1/2 the carrier’s Hit Dice + the carrier’s Constitution modifier; onset 1d4 minutes; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain (or 1d3 Con damage, 1d3 Cha drain if the carrier has 8 HD or more); cure 2 consecutive saves.

Mana fever is a supernatural disease and cannot be healed or cured without the aid of magic. Anyone who lives with mana fever for a week straight without dying becomes immune to the disease, but also becomes a Mana-Wasted mutant.

Mutation

School transmutation (polymorph)
Level alchemist 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a lump of melted wax infused with blood)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D) or permanent (see text) Saving Throw Fortitude negates
Spell Resistance yes

This spell can be used in several ways. You can warp the target’s flesh in a manner similar to fleshcurdle, but inflicting one additional effect for every 4 caster levels, up to a maximum of six effects at 20th level. You may choose to impair the target’s offence or movement more than once; however, each time you must choose a different natural weapon or a different form of movement. The effects do not stack. Alternatively, you may bestow a permanent mutation upon the target, determined randomly from the following table. Regardless of which mutation occurs, it is accompanied by a permanent deformity which wracks body, mind, and soul, dealing 2 points of Charisma drain to the target. The target also gains 1d3 points of Madness for each mutation it possesses. The type of mutation gained is determined randomly by rolling 1d20; however, the caster can add or subtract 1 from the result for every 5 caster levels. A creature cannot gain the same mutation more than once, regardless of whether it is harmful or beneficial, unless the mutation affects a single appendage, in which case it can be gained once for each appendage, affecting each one separately.

1: Oversized Limb: One of the target’s limbs becomes unnaturally large and strong. If the target has a claw, slam, or tentacle attack with that limb, its damage is increased as if the target were one size category larger. In addition, the target The mutant can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to Strength checks made with that limb.

2: Oversized Maw: The target gains a bite attack dealing 1d4 points of damage (if the target is Medium-sized, 1d3 if Small and adjusted as appropriate for targets of other sizes). If the target already has a bite attack, it deals damage as if it were one size category larger.

3: Quick Metabolism: The target gains a +2 racial bonus on Fortitude saves, increased to +4 vs. poison, (but takes a -4 penalty on Fortitude saves to avoid the effects of starvation and thirst).

4: Thick Skin: The target’s natural armour bonus to Armour Class improves by +2.

5: Vestigial Limb: The target gains a vestigial third arm. This arm can hold objects but cannot wield them; however, it grants the target a +4 racial bonus on grapple checks.

6: Vestigial Twin: A malformed twin’s head juts out from the target’s trunk (usually but not always near the target’s existing neck), providing the with the all- around vision special quality.

7: Night Sight: The target gains low-light vision, though he has a 50% chance to acquire light sensitivity 1d4 days later. Casting remove blindness/deafness or an equivalent effect removes both the light sensitivity and low-light vision.

8: Gills: The target sprouts gills that allow him to breathe water, with a 50% chance to gain the amphibious special quality, able to breathe air and water equally well. If the target does not become amphibious, however, his gills interfere with his normal breathing apparatus causing him to become fatigued as long as he remains outside of water.

9: Cave Sight: The target gains darkvision with a range of 60 feet, though he has a 50% chance to acquire light blindness 1d4 days later. Casting remove blindness/deafness or an equivalent effect removes both the light blindness and darkvision.

10: Tail: The target grows a tail. While not prehensile, the tail grants a +2 bonus on Climb checks and Acrobatics checks made to keep his balance and to his CMD against bull rush, overrun, reposition, and trip combat maneuvers.

11: Deformed Hand: One forelimb becomes crippled, able to hold items but not wield them. The target takes a -2 penalty on Climb and Swim checks and on attack rolls with two-handed weapons, including ranged weapons such as bows and firearms (not including pistols). A shield can still be strapped to the deformed arm, but its shield bonus to Armour Class is reduced by 1. The target has a 20% spell failure chance when casting spells with somatic components. Any natural attack involving the affected limb is made with a -2 penalty on attack rolls, and damage is reduced as if the attacker were one size category smaller.

12: Glass Jaw: The target takes a -2 penalty to its Armour Class against attack rolls made to confirm a critical hit. It also takes a -2 penalty to saving throws related to critical hits, death from massive damage, ability damage, ability drain, or becoming stunned or staggered. Whenever the target would take nonlethal damage, 50% of that damage becomes lethal damage instead.

13: Light Sensitive: The target gains the light sensitivity special quality.

14: Obese: The target takes a –2 penalty to Dexterity (minimum score of 1) and takes the penalties for carrying a medium load (maximum Dexterity bonus to Armour Class +3, armour check penalty -3) even when carrying a light load based on her carrying capacity.

15: Light Blindness: The target gains the or light blindness special quality.

16: Stunted Legs: The target’s base land speed is reduced by 10 feet (minimum base speed of 5 feet), and the target takes a -2 penalty to his CMD against bull rush, drag, overrun, reposition, and trip combat maneuvers.

17: Aural Overgrowth: The target’s ears become swollen, drooping, and riddled with tumorous growths, causing it to become deafened.

18: Weak Mind: The target’s head becomes misshapen and deformed, and its brain swollen in some places and compressed in others. It takes a –2 penalty on Will saving throws and all Intelligence checks and Intelligence-based skill checks.

19: Ocular Degeneration: The target’s eyes wither and shrivel, causing the target to become blinded.

20: Malformed organs: The target’s organs are grossly out of place and filled with squamous tumours, greatly impairing its ability to recover from illness or injury. Any critical hits or precision-based damage against the target is 25% likely to be negated. However, the target takes a -2 penalty on saving throws against becoming nauseated or sickened as well as against effects that cause ability damage or drain (including most diseases and poisons). The target’s heals only half the normal amount of hit point and ability damage when healing naturally.

At the GM’s option, the caster may research additional mutations to inflict, or the GM may devise additional harmful mutations which could occur when using this spell. Such additional mutations should be similar in scope and effect to those described above. Mutation cannot be dispelled, but break enchantment, genetic purification, limited wish, polymorph any object, regenerate, or any effect that specifically removes polymorph effects can reverse its effects.

Mutation (mass)

School transmutation (polymorph)
Level sorcerer/ wizard 8
Casting Time 1 standard action
Components V, S, M (a lump of melted wax infused with blood)
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 feet apart
Duration permanent or 1 round/level (D) (see text)
Saving Throw Fortitude negates
Spell Resistance yes

This spell functions as mutation, but affects multiple creatures. Targets need not be of the same type or subtype, nor must they all acquire the same deformities (if using the temporary fleshcurdle-like effect) or mutations (if choosing to cause permanent mutation). However, if all targets are of the same type (and subtype, if applicable) and you choose to make all of the deformities or mutations inflicted by the spell the same for all targets, all targets take a -2 penalty to their saving throw.

Not There

School illusion (shadow)
Level alchemist 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute/level (D)
Saving Throw Fortitude negates (harmless)
Spell Resistance yes (harmless)

The target becomes invisible, and in addition gains a limited ability to flicker almost out of existence, becoming a living invisible illusion by concentrating. At any point during the spell, the target can concentrate as a standard action, becoming incorporeal until the beginning of the target’s next turn. Each round she becomes incorporeal in this fashion uses 1 minute of the spell’s duration. The spell ends immediately if the target attacks, as invisibility.

One of Us

School transmutation (polymorph) [curse]
Level alchemist 6, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (the blood of a polymorphed creature)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw Fortitude negates (see text)
Spell Resistance yes

You forcibly impose the mana-wasted template on the target of this spell, transforming it into a warped and deformed mockery of its true form. In addition, a creature transformed by this spell must succeed at a Will save against the spell’s save DC or else be treated as charmed by you. The target can always understand your speech, even if you do not share a language, it treats you as a trusted friend and ally and you can try to command it as normal for a charmed creature. However, a creature transformed by one of us retains a dim memory of your role in its transformation from something else, with a seed of rage against you ready to be ignited if shocked back to its senses. Whenever a critical hit is confirmed against the target, or whenever it succeeds at a saving throw against a mind-affecting effect, it can attempt a DC 20 Will save as a free action to break free of your charm for 1d12 hours. If it ever rolls a natural 20 on such a Will save, the charm is broken permanently the target is affected as vengeful outrageUM, with its hate directed at you. The charm effect can be dispelled with dispel magic, but it returns after 1d12 hours unless the curse is removed. The physical transformation caused by this spell cannot be dispelled, but can be removed with genetic purification, miracle, or wish.

Ray of the Eclipse

School evocation [darkness, shadow]
Level cleric/ oracle 2, inquisitor 2, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one ray
Duration instantaneous and 1 round (see below)
Saving Throw none;
SR none

A pitch-black ray made from the strange, dark energies of space shoots from your finger and covers your enemy with a cold and cloying darkness. You fire one ray that deals 1d6 hp cold damage for every two caster levels (maximum 5d6 hp damage) and covers the target with sticky magical darkness. In addition, the target is blinded for 1 round or until the effect is ended.

The coating of darkness is considered an object for purposes of casting light and similar spells and effects. Casting light or similar spells at darkness dissipates the darkness and ends the blinded condition, but does not affect the damage taken.

Seething Eyebane

School Transmutation [acid, evil]
Level cleric 1, witch 1, wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Fort negates (see text)
Spell Resistance yes

The subject’s eyes burst, spraying acid upon everyone within 5 feet. The subject is blinded and takes 1d6 points of acid damage. Those sprayed take 1d6 points of acid damage (Reflex save for half).

Summon Horde of Flesh

School conjuration (summoning)
Level sorcerer/ wizard 6, summoner 5
Casting Time 1 round
Components V, S, M (a broken bone)
Range close (25 ft. + 5 ft./2 levels)
Target one or more summoned creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no

You summon 1d4+1 hungry flesh, 1d3 mana-wasted or giant hungry flesh, or 1 yaoguai. The summoned creatures understand your speech and obey your commands. This spell otherwise functions as summon monster I. The hungry flesh and yaoguai are described in Pathfinder Roleplaying Game Bestiary 4.

Summon Mutants

School conjuration (summoning)
Level sorcerer/ wizard 4, summoner 3
Casting Time 1 round
Components V, S, M (a broken bone)
Range close (25 ft. + 5 ft./2 levels)
Target one or more summoned creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no

You summon 1d4+1 mongrelmen; 1d3 morlocks, ogrekin, or mana-wasted or giant mongrelmen; a single mana-wasted or giant morlock or ogrekin or a mongrelman with both the giant and mana-wasted templates. The summoned mutants understand your speech and obey your commands. This spell otherwise functions as summon monster I.

Unstable Isotope

School conjuration (creation)
Level alchemist 1, sorcerer/wizard 1
Casting Time 1 swift action
Components V, S, M (powdered iron and powdered crystal worth 10 gp)
Range personal
Target you
Duration see text

You create a tiny mass of unstable blightburn crystal, allowing you to enhance the effect of a transmutation spell or extract you cast or a mutagen you use before the end of your turn through a calibrated emission of blightburn radiation. The companion transmutation spell or extract must be one that affects a living creature and that is normally harmless, and its spell level cannot exceed one-half your caster level. If you do not cast an appropriate transmutation spell by the end of your turn, the unstable isotope becomes disintegrates without effect.

If you use an appropriate companion spell, extract, or mutagen, before the end of your turn, make a Craft (alchemy) check. The spell, extract, or mutagen is enhanced as though your caster level were increased by the result of your Craft (alchemy) check divided by 10 (rounding down). If you roll a natural 1 on this check, the target is exposed to an overdose of blightburn radiation and must save or contract blightburn sickness.

Blightburn Sickness: contact; save Fortitude DC 22; frequency 1/day; effect 1d6 Con damage and 1d6 Cha damage; cure 2 consecutive saves.

Unstable isotope has no effect if the companion spell, extract, or mutagen targets a creature that is protected by a force effect, including mage armour, shield, or bracers of armour.

Non-Core Spells

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