Pact Magic Spells

Many of the spells presented on this page are tailor-made to complement the abilities and talents of the pactmaker and the pact spirits that she bargains with, but just as many have been designed by exorcists and templars seeking to stamp out pact magic as a secret weapon against binders. In a world filled with uncertainty, spells such as these are essential to a spellcaster’s repertoire.

Additional Rules

New Descriptor

The following descriptor is associated with pact magic.

Pact: A pact spell interacts with spirits and occult forces. Spells with the pact descriptor are restricted based on how common pact magic is in the campaign setting.

New Subschool: Aging

The following school of magic is associated with necromancy.

Aging: An aging spell alters your life essence, making you physically or mentally older or younger (or even both). All aging spells are aging effects, and creatures that do not age or that are immune to aging are not affected by these spells. Similarly, most nonliving creatures are affected differently than living creatures; a nonliving creature (such as a construct or an undead) is typically harmed by a spell that makes it older or healed by a spell that makes it younger.

See the Aging page for more information about aging effects and age categories.

Spell Lists (By Class)


Spell Descriptions

Allies and Enemies

School transmutation [pact]; Level antipaladin 2, bard 2, bloodrager 2, cleric 2, druid 2, inquisitor 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 10 minutes/level
You manifest a palpable aura that projects your bound spirits’ benevolence and malice against its allies and foes, respectively, granting you a +4 bonus on Charisma checks and Charisma-based skill checks made when dealing with the favored allies of any spirit that you are currently bound to. Additionally, you gain a +4 bonus on opposed Bluff, Perception, Sense Motive, and Survival checks made against the favored enemies of any spirit that you are currently bound to.

Allies and Enemies, Greater

School transmutation [pact]; Level antipaladin 4, bard 4, bloodrager 4, cleric 4, druid 4, inquisitor 4, ranger 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
This spell functions as allies and enemies†, except as noted here. You gain a +8 bonus on Charisma checks and Charisma-based skill checks made when dealing with the favored allies of any spirit that you are currently bound to. Additionally, you gain a +8 bonus on opposed Bluff, Perception, Sense Motive, and Survival checks made against the favored enemies of any spirit that you are currently bound to.

Alter Age

School necromancy (aging); Level cleric 7, sorcerer/wizard 7, witch 7
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance yes
You temporarily alter the target’s physical age, advancing or regressing it by up to three age categories. Adjust the target’s Strength, Dexterity, and Constitution scores as appropriate for its new age category. The target’s maturity and mental ability scores remain unchanged. A creature whose age is unknown is treated as if this spell had advanced its age to Middle Age or regressed it to Youth (your choice).

If you cast this spell on an object, construct, or undead creature, it either takes 10 points of damage per caster level you possess or heals 10 points of damage per caster level you possess, to a maximum of 200 points.

Alter Age, Greater

School necromancy (aging); Level cleric 9, sorcerer/wizard 9, witch 9
Components V, S
Duration 1 hour/level (D)
This spell functions as alter age† except you can advance or regress the target’s age to any age category of your choice, even if the creature’s age is unknown. If you cast this spell on an object, construct, or undead creature, it either takes 10 points of damage per caster level you possess or heals 10 points of damage per caster level you possess, to a maximum of 250 points.

Alter Other

School transmutation (polymorph); Level bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
Components V, S, M (a piece of the creature whose form you choose)
Casting Time 1 standard action
Range touch
Target living creature touched
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions as alter self, except you can transform either yourself or another creature.

Antispirit Field

School abjuration [pact]; Level sorcerer/wizard 8
Components V, S, M (pinch of powered iron)
Casting Time 1 standard action
Range 10 ft.
Area 15-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text
This spell functions as antimagic field, except it blocks only granted abilities bestowed by spirits. Spellcasting and other supernatural abilities function normally within an antispirit field.

Auger Pact

School divination [pact]; Level bard 2, cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
Components V, S, M (incense worth 25 gp), DF
Casting Time 1 minute
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You attempt to determine the most useful spirits to bind with during the next 8 hours. You submit up to three spirits’ names during this spell’s casting , which reveals to you the most useful to the least useful in that order. The base chance that the divination is accurate is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. If the divination fails, one or more spirits fall out of order.

Auger pact can see roughly 8 hours in the future, so anything that might happen after that does not affect the result. Moreover, the result is based on your intended course of action, which must also be disclosed during the spell’s casting. If you change your course of action during the day, the result may likely prove incorrect. Multiple castings of this spell on the same day work normally only if each casting names a different set of spirits.

Auger Pact, Greater

Level bard 3, cleric 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
This spell functions as augur pact†, except you can submit the names of up to six spirits.

Baleful Alter Other

School transmutation (polymorph); Level magus 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw Fortitude negates, Will partial, see text; Spell Resistance yes
As alter other, except that you change the subject into a Small or Medium humanoid of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses all abilities that depend upon its race or form, including extraordinary, supernatural, and spell-like abilities, its racial traits, and the ability to cast spells (if its race had the ability). Additionally, the creature gains the racial traits of those of its new form and all of its ability scores become equal to 10 + any racial ability score modifiers that its new form possesses. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains all class features it possesses that aren’t tied to the creature’s race. Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful alter other, and as long as baleful alter other remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful alter other, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Banish Pact Spirits

School abjuration [pact]; Level cleric 7, shaman 7, sorcerer/ wizard 7, witch 7
This spell functions as dismiss pact spirits†, except that the granted abilities of all of the target’s bound spirits become suppressed for 5 rounds on a failed Will save. At the conclusion of this suppression, the target makes a Will save for each spirit that it is bound to. On a failed saving throw, the suppressed spirit becomes exorcised.

Bestow Pact Malady

School enchantment (compulsion) [curse, mind-affecting, [pact]; Level cleric 3, shaman 3, sorcerer/wizard 3, witch 3
Components V, S
Casting Time 1 standard action
Range touch
Target touched creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
Your touch causes the target to contract a minor pact malady. You do not choose which pact malady to inflict upon your target; randomly determine the pact malady that is afflicted to the target using Table: Pact Maladies in the minor maladies column. (See the Pact Maladies page.)

Bestow Pact Malady, Greater

School enchantment (compulsion) [curse, mind-affecting, [pact]; Level cleric 5, shaman 5, sorcerer/wizard 6, witch 5
Components V, S
Casting Time 1 standard action
Range touch
Target touched creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
This spell functions as bestow malady, except your touch causes the target to contract a major pact malady. Randomly determine the pact malady that is afflicted to the target using Table: Pact Maladies in the major maladies column. (See the Pact Maladies page).

Bind Spirit I

School conjuration (calling) [pact]; Level bard 5, sorcerer/wizard 5, shaman 5, summoner 5, witch 5
Components V, S, F/M (all materials needed to perform spirit’s ceremony, as noted in its description)
Casting Time 1 minute
Range personal
Target you
Duration 10 minutes/level
You summon a 1st-level pact spirit of your choice and bind it to your soul. You must have completed the spirit’s Knowledge Tasks in order to summon it with this spell. Because you are forcibly binding the spirit to your soul, you do not make a binding check and the pact is automatically a poor pact; you are forced to show the spirit’s sign and suffer its personality influence for the pact’s duration. For the spell’s duration, you gain access to the spirit’s major granted ability as well as its minor granted abilities.

If you use bind spirit I to seal a pact with a spirit with a granted ability that can be used a limited number of times per day, you may only use that granted ability once during the duration of the spell. If the spirit possesses a granted ability that can be used a limited number of rounds, minutes, or hours per day, you may use that granted ability a number of rounds, minutes, or hours per day equal to your spellcasting ability score modifier (Intelligence for witches and wizards, Wisdom for shaman, or Charisma for bards, sorcerers, and summoners).

You may only have one bind spirit spell active at once. Casting a second bind spirit spell while a previous one is active immediately expels the first spirit, as Expel Spirit. If you possess Amateur Pactmaker† or the bind spirit class feature, spirits bound by a bind spirit spell do not count against your normal maximum number of spirits. You cannot use bind spirit to bind a spirit to your soul that is refusing to answer your summons.

Bind Spirit II

School conjuration (calling) [pact]; Level bard 6, sorcerer/wizard 6, shaman 6, summoner 6, witch 6
This spell functions as bind spirit I†, except you summon a 2nd-level pact spirit of your choice and bind it to your soul.

Bind Spirit III

School conjuration (calling) [pact]; Level sorcerer/wizard 7, shaman 7, witch 7
This spell functions as bind spirit I†, except you summon a 3rd-level pact spirit of your choice and bind it to your soul.

Bind Spirit IV

School conjuration (calling) [pact]; Level sorcerer/wizard 8, shaman 8, witch 8
This spell functions as bind spirit I†, except you summon a 4th-level pact spirit of your choice and bind it to your soul.

Bind Spirit V

School conjuration (calling) [pact]; Level sorcerer/wizard 9, shaman 9, witch 9
This spell functions as bind spirit I†, except you summon a 5th-level pact spirit of your choice and bind it to your soul.

Bolster Binding

School divination [pact]; Level antipaladin 3, bard 3, cleric 3, druid 3, inquisitor 3, paladin 3, ranger 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
Components V, S
Casting Time 1 standard action
Range touch
Target touched creature
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
Waves of spiritual insight grant the touched creature a +4 competence bonus on all binding checks made to seal pacts with spirits for the duration of this spell.

Bones of Damnation

School necromancy; Level cleric 4, shaman 4, sorcerer/wizard 4, witch 4
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Reflex negates, then Will partial; Spell Resistance yes
You raise countless skeletal arms from the grave around your target, attempting to restrain the creature before slaying it with a burst of negative energy. The target first gets a Reflex save to avoid the countless arms that attempt to restrain it. If that save fails, one or more skeletal arms latches onto the target, after which every arm converges upon it and explodes in a burst of negative energy, forcing the target to succeed on a Will save or die. Even if the save is successful, the subject takes 3d6 points of negative energy damage.

If the subject is undead, it makes no saving throws against this ability. Instead, the creature gains temporary hit points equal to your caster level and gains the advanced simple template for 1 minute per caster level.

Capstone Surge

School transmutation [pact]; Level alchemist 2, sorcerer/wizard 2, shaman 2, summoner 2, witch 2
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 1/round level; see text
Saving Throw none; Spell Resistance no
You unlock the potential of a bound spirit with a surge of magical power. The next major granted ability that you use before the end of the spell’s duration gains the benefits of its associated capstone empowerment regardless of the kind of pact that you made with the spirit. Afterwards, the spell immediately ends.

Cascade of Arrows

School conjuration (creation); Level magus 4, ranger 4, sorcerer/wizard 4, summoner 4
Components V, S, M (an empty quiver)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area cylinder (20-ft. radius, 40 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Arrows rain from the sky like raindrops from a storm, guaranteeing that any creature that begins its turn in the storm or that moves through it is struck by at least one arrow. Each arrow deals 1d10 piercing damage. A creature that is damaged by this spell is considered to have been struck by one arrow, the rest having struck armor or otherwise dealt no damage. For every 5 caster levels you possess, one additional arrow strikes the creature (maximum 4 arrows; dealing 4d10 damage at level 15).

In addition, the falling arrows make it difficult to concentrate, bestowing a -4 penalty on Perception checks to all creatures within the spell’s area. Furthermore, broken arrows strewn across the grown and sticking up from the earth transform the ground in the area into difficult terrain. Despite the nature of the spell, the arrows fall too fast and in too great of numbers for Deflect Arrows or similar abilities to be of use.

Conceal Pact Magic

School abjuration [pact]; Level antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Components V, S, M (vial of squid ink)
Casting Time 1 minute
Range 20 feet
Area 20-foot radius emanation
Duration 24 hours (D)
Saving Throw none; Spell Resistance no
You trace a mystic symbol within the area that obscures the presence of spirits. The presence of bound spirits is completely hidden from divination spells and abilities used outside of this spell’s area of effect. The spell does not conceal creatures, objects, thoughts, or phenomena caused by spirits; only the presence and absence of pact magic. This symbol can be removed before its duration ends using erase and other effects that destroy magical writing.

Detect Pact Spirits

School divination [pact]; Level bard 1, cleric 1, druid 1, inquisitor 1, magus 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Components V, S, M (a prism)
Casting Time 1 standard action
Range 60 feet
Area cone-shaped emanation
Duration concentration, up to 1 minute/level (D)
Saving Throw none; Spell Resistance no
You detect pact spirit auras. The amount of information revealed depends on how long you study a particular area or subject.

  • 1st Round: Presence or absence of pact spirit auras.
  • 2nd Round: Number of different pact spirit auras and the power of the most potent aura.
  • 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) or Knowledge (planes) skill checks to determine the constellation with which an aura aligns. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 binder level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Pact auras, multiple types of pact spirit powers, or strong local pact spirit emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on its functioning spirit level or an item’s binder level; see the accompanying table. If the aura falls into more than one category, detect pact spirits indicates the stronger of the two.

Aura Strength Active Spirit Magic Item (binder level)
Faint 3rd or lower 5th or lower
Moderate 4th-6th 6th–11th
Strong 7th–9th 12th–20th
Overwhelming 10th+ (divine) 21st+ (artifact)

Lingering Aura: A pact spirit aura lingers after its original source dissipates (in the case of a granted ability) or is destroyed (in the case of a magic item). If detect pact spirits is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

Creatures, even those born of pactmaking powers, are not spirits in themselves, but if they are summoned by a pact spirit’s power, the power registers. Each round, you can turn to detect pact spirits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Detect pact spirits can be made permanent with a permanency spell.

Dismiss Pact Spirit

School abjuration; Level cleric 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard 5, witch 5
Components V, S, DF (a silver holy symbol)
Casting Time 1 standard action
Range touch
Target one touched spirit-bound creature
Duration 5 rounds; see text
Saving Throw Will negates; see text; Spell Resistance yes
You attempt to force a spirit from its vessel with a touch, unraveling a binder’s pact with a spirit. If your melee touch attack hits, the target must succeed on a Will save or the granted abilities of lowest level spirit that the target is bound to become suppressed for 5 rounds. At the conclusion of this suppression effect, the target must make a second Will save. If it fails this Will save, the suppressed spirit becomes exorcised; the target’s pact with the suppressed spirit ends and the number of spirit that the target can seal a pact with is reduced by 1 for 24 hours (minimum 0).

Draw Seal

School transmutation [pact]; Level antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Components V, S, M (a drawing of the seal to be created with this spell and a stick of chalk)
Casting Time 1 full-round action
Range personal; see text
Effect Creates a 5-ft. seal suitable for binding a spirit
Duration instantaneous
Saving Throw none; Spell Resistance no
You magically draw a perfect replica of a spirit’s seal out of chalk. The seal appears in the 5 foot square that you are currently standing on or in; if the seal could not normally be drawn in this square for any reason, the spell is wasted. Once the seal has been created, it can be used to summon its associated spirit normally. As with any seal, after the pact has finished this seal disappears.

Evoke Sign

School transmutation [pact]; Level antipaladin 1, bard 1, cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one spirit-bound creature
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes
This spell attempts to disrupt the delicate balance between binder and spirit that allows the binder to control the manifestation of a spirit’s sign. If the target fails its saving throw, they immediately manifest the physical signs of all spirits that they are bound do. Once revealed, the binder cannot hide their spirits’ physical signs for this spell’s duration, even if they made a good pact with the spirit. This spell has no effect on binders that have made a poor pact with a spirit and can therefore not hide their spirits’ signs. Alone, this spell cannot undo disguises that might obscure or hide the physical sign, be they magical or mundane.

Exorcist’s Lament

School abjuration [pact]; Level alchemist 2, bard 2, shaman 1, sorcerer/wizard 2, witch 2
Components V, S, M (a charcoal nugget)
Casting Time 1 immediate action
Range personal
Target you
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes
For one round you ignore all attempts to exorcise a bound spirit or other possessing entities from you. If the expelling effect is a spell, the caster must succeed on a caster level check in order to overcome this spell (DC equals 10 + 1/2 your caster level + your spellcasting ability modifier).

Feign Death

School necromancy; Level alchemist 1, bard 1, druid 1, inquisitor 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
Components V, S, M (a bit of opossum fur)
Casting Time 1 immediate action
Range personal
Target you
Duration concentration, up to 10 minutes/level
Saving Throw none; Spell Resistance no
While concentrating on this spell, your body functions slow down to an undetectable state. While concentrating on this spell, you do not need to breathe, eat, or sleep and all of your body functions cease, causing you to appear dead to casual observation, including the lifesense and scent abilities. A character that uses a specific action or effect to monitor your body functions (such as deathwatch or the Heal, Perception, or Sense Motive skills) can attempt a caster level check or a Heal skill check to determine if you are alive or dead. Doing so requires 1 minute of observation, and after this minute the creature attempts a caster level check or skill check as appropriate against a DC equal to 15 + your caster level. A creature using Perception or Sense Motive to determine if you are alive or dead takes a –4 penalty on its skill check, as this spell more easily convinces uneducated observations.

While concentrating on this spell, you are aware of what is happening around you. When you stop concentrating on this spell, you are dazed for 2d6 rounds.

Flames of Youth

School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3
Components V, S
Casting Time 1 standard action
Range touch
Target touched creature or object
Duration 10 minutes/level or instantaneous (see text)
Saving Throw none; Spell Resistance yes
You temporarily regress the target, immediately returning it to the previous age category. The target immediately alters its Strength, Dexterity, and Constitution scores to reflect its new age, but it does not alter its Intelligence, Wisdom, or Charisma for that category. A creature whose age is unknown is treated as if the spell regresses it to Youth. If you cast this spell on an object, construct, or undead creature, it is healed 3d6 points of damage + 1 point per caster level (maximum +15) as time reconstructs and repairs it. This version of the spell has an instantaneous duration. This spell counters and dispels sands of time†.

Flames of Youth, Greater

School necromancy (aging); Level cleric 5, sorcerer/wizard 5, witch 5
This spell functions as flames of youth† except you can reduce the target’s age by up to two categories or heal 5d6 points of damage + 1 point per caster level (maximum +20) to an object, construct, or undead.

Hide from Adults

School abjuration; Level bard 2, cleric 2, inquisitor 2, sorcerer/wizard 2, witch 2
Components V, S, DF
Range touch
Targets one touched creature/level
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
Humanoids that are Youths or older cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Humanoids get a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to touch or attack any creature (even with a spell), the spell ends for all recipients.

Instantaneous Labor

School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3
Components V, S
Casting Time 10 minutes
Range touch
Target touched pregnant creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
You can rapidly advance the passage of time for the unborn child of a pregnant creature with a touch, causing the child to instantly age to the point where its mother enters labor. Because this spell effectively targets the child through the mother, the mother is allowed a Fortitude save to negate the effect, but if the mother fails her save her child is automatically affected.

On a failed Fortitude save, the mother takes 2d6 points of Constitution damage as both she and her child rapidly grow as the child ages, after which the mother immediately goes into labor. If the mother dies as a result of this Constitution damage, the spell ensures that the child survives the birthing process. If the mother survives this Constitution damage, there is a 25% chance that the massive trauma on the mother’s body results in her losing her ability to have future children; if this occurs, only a greater restoration spell can restore her ability to have children.

Although instantaneous labor ensures that the child is born safely, it does not ensure that the child will be born without defects resulting from its unnatural growth. For each point of Constitution damage done to the child’s mother by this spell, there is a 50% chance that the child gains a birth defect. Birth defects caused by this spell are as debilitating to the child as the effects of a bestow curse spell or a minor spellblight, as detailed in the spellblight section of Chapter 2 in Pathfinder Roleplaying Game Ultimate Magic.

Last Impression

School divination; Level bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
Components V, S, M (unused diary worth 10 gp)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You experience the final moments of a creature’s life. You experience everything the creature did through all of its senses for up to 1 minute per caster level before it died. You experience this information in real time. You only gain information that the creature possessed, so if it was stabbed from behind, never seeing its attacker, than this spell does not reveal the attacker’s identity. The corpse targeted by this ability must be mostly intact and this spell has no effect on non-living creatures, such as constructs and undead.

Love Spell

School enchantment (charm); Level bard 4, cleric 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (miniature bow and arrow)
Range close (25 ft. + 5 ft./2 levels)
Target See text
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You attempt to kindle romance between two creatures. This spell is treated as charm person except as noted. This spell can be used in one of two ways, as described below.

  • One Target: You can use this spell to cause one humanoid creature to fall in love with another humanoid creature. Only the creature that you are attempting to charm makes a saving throw against this spell; the target of those affections is not charmed and responds as normal.
  • Two Targets: You can use this spell to cause two humanoid creatures to fall in love with each other. This functions as using the spell against one target, except each creature makes a saving throw against the spell. A successful save only prevents this spell’s effects for the creature that succeeded on its saving throw.

Merfolk Transformation

School transmutation (polymorph); Level druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target touched creature
Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
You merge the target’s legs together into a powerful, finned tail. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gains a +4 bonus on the save.

If the spell succeeds, the subject gains the aquatic subtype and a swim speed equal to its base speed plus any modifications to its speed from class features (such as fast movement) or feats (such as Fleet). Additionally, the subject’s land speed is reduced to 5 feet and it loses the ability to breathe air.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of merfolk transformation, and as long as merfolk transformation remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Creatures with the shapechanger subtype can continue to assume any form allowed by their change shape ability, but the effects of this polymorph effect continue to apply to whatever form the creature takes; for instance, a kitsune that has failed its saving throw against this spell can use her change shape ability to assume a human form, but her human form has a swim speed, the aquatic subtype, and all other modifications described by merfolk transformation; in effect, this polymorph effect stacks with that of a shapechanger’s change shape ability. Incorporeal or gaseous creatures are immune to merfolk transformation.

Mental Regression

School enchantment (compulsion) [mind-affecting]; Level cleric 4, sorcerer/wizard 4, witch 4
Components V, S
Casting Time 1 standard action
Range touch
Target touched living creature
Duration 10 minutes/level (D)
Saving Throw Will negates; Spell Resistance yes
You temporarily wipe the target’s maturity and experiences from its mind, making it act as though it were a child. The target replaces its mental aging ability score modifiers for those of the Child age category (–2 Intelligence, –4 Wisdom, –2 Charisma for humanoids). In addition, its base attack bonus is reduced to +0 and each of its skill ranks grants a +0 bonus on checks made using that skill instead of the usual bonus. As a result, the target cannot use any trained-only skills for the duration of this spell unless the target has an ability that allows such skills to be used untrained. Finally, the target’s effective level in each of its classes is reduced to 1 for the purpose of all level-dependent abilities and effects it possesses. This also prevents a spellcaster from casting spells that it could not cast as a 1st-level spellcaster. This spell doesn’t affect the target’s hit points or which class features it possesses.

Mental Regression, Greater

School necromancy (aging) [mind-affecting]; Level cleric 6, sorcerer/wizard 6, witch 6

This spell functions as mental regression†, except the target replaces its mental aging ability score modifiers for those of the Infant age category (–6 Intelligence, –8 Wisdom, –6 Charisma for humanoids). In addition, the target loses the mental traits of its current age category (if any) and instead gains the mental traits of the Infant age category.

Mindwreck

School enchantment (compulsion) [mind-affecting]; Level bard 6
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You reach into the subject’s mind and suppress its memories, eliminating all memories of all events that the subject experienced. The subject gains the amnesia insanity, as detailed in the sanity and madness section in Chapter 8 of Pathfinder Roleplaying Game Game Mastery Guide.

Occult Sight

School divination [pact]; Level alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 1 minute/level (D)
This spell makes your eyes glow magenta and allows you to see pact spirit auras within 120 feet. This effect is similar to that of a detect pact spirits† spell, but occult sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all pact spirit auras within your sight. An aura’s power depends on a bound spirit’s level, as noted in the description of the detect pact spirits† spell.

If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) or Knowledge (planes) checks to determine the spirit power’s aligned constellation. (Make one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet as a standard action, you can determine whether it has any pactmaking powers, the strength of the most powerful spirit the creature is bound to, and whether any of the spirits’ major granted abilities are expended or not. As with detect pact spirits†, you can use this spell to identify the properties of magic items, but not artifacts. Occult sight can be made permanent with a permanency spell.

Occult Sight, Greater

School divination [pact]; Level sorcerer/wizard 7, witch 7
This spell functions like occult sight†, except that you automatically know which pactmaking powers or effects are active upon any individual or object you see. Unlike occult sight, this spell cannot be made permanent with a permanency spell.

Protection from the Supernatural

School abjuration [pact]; Level cleric 8, shaman 8, sorcerer/ wizard 8, witch 8
Components V, S, M (diamond worth at least 500 gp)
Casting Time 1 standard action
Range touch
Target one touched creature/4 levels
Duration 1 hour/level
Saving Throw will negates (harmless); Spell Resistance yes (harmless)
Subjects gain a +8 resistance bonus on saving throws against all supernatural abilities.

Remove Malady

School abjuration [pact]; Level bard 3, cleric 3, druid 3, sorcerer/ wizard 4, witch 3
Components V, S, M (inscribed spoon worth 100 gp x the malady’s DC)
Casting Time 1 standard action
Range touch
Target touched creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Remove malady attempts to remove a single pact malady active on the touched creature. In order to remove a malady, the caster must succeed on a caster level check (DC equals 10 + the spirit’s level + the number of days the subject has been inflicted with the malady). Success immediately removes the malady. Certain maladies may not be removable with this spell. Remove malady counters and dispels bestow pact malady†.

Reveal Heresy

School divination; Level antipaladin 1, cleric 1, inquisitor 1, paladin 1
Components V, S, DF
Casting Time 1 standard action
Range touch
Target touched object
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes
This spell determines to what degree the touched object’s religious intent or contents are similar or contrary to your own. You immediately learn the object’s ethos (whether it was written or designed with chaotic, lawful, or neutral purposes), its morality (whether it was written or designed for evil, good, or neutral purposes), the deity it was designed to venerate (if any), and the name of any religious organizations by which it was originally designed.

Reveal Heretic

School divination; Level antipaladin 2, cleric 2, inquisitor 2, paladin 2
Components V, S, DF
Casting Time 1 standard action
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
This spell determines to what degree the touched creature’s religious views are similar or contrary to your own. If the creature fails its saving throw, you instantly learn its ethos (whether it is chaotic, lawful, or neutral), its morality (whether it is evil, good, or neutral), its patron deity (if any), and the name of any religious organizations to which it belongs.

Sands of Time

School necromancy (aging); Level cleric 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target touched creature or object
Duration 10 minutes/level or instantaneous (see text)
Saving Throw none; Spell Resistance yes
You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age.

If you cast this spell on an object, construct, or undead creature, it takes 3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration. This spell counters and dispels flames of youth†.

Sands of Time, Greater

School necromancy (aging); Level cleric 5, sorcerer/wizard 5, witch 5
This spell functions as sands of time† except that you can increase the target’s age by up to two categories (minimum 1) or deal 5d6 points of damage + 1 point per caster level (maximum +20) to an object, construct, or undead.

Siphon Sands

School necromancy (aging) [pact]; Level sorcerer/wizard 6, witch 6
Components V, S, F (an hourglass)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and personal
Duration instantaneous and 1 day/level (see text)
Saving Throw no; Spell Resistance yes
You age the target in order to temporarily regain your youth. The target’s age is immediately increased by up to three categories (minimum 1). For each category older that your target becomes, you may either reduce your own age category by one (minimum Youth) or grant yourself a +1 inherent bonus to Strength, Dexterity, or Constitution. This inherent bonus stacks with itself (but not with other inherent bonuses), to a maximum of +3. If you siphon multiple age categories from a target, you spend siphoned age categories as you see fit. For example, if you siphon three categories, you could reduce your category by 1 and grant yourself a +2 inherent bonus to Strength, or reduce your age category by 1 and grant yourself a +1 inherent bonus to Strength and Constitution.

Spirit Birth

School necromancy (aging) [pact]; Level alchemist 4, druid 4, shaman 4, witch 4
Components V, S
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/level
Saving Throw Fortitude negates; Spell Resistance yes
This spell infuses you with occult energy, causing the next child that you sire to be born with special powers. You must be bound to a spirit in order to cast this spell. If you attempt to conceive a child during this spell’s duration, the attempt is always successful; even against mundane protection (but not magical). As a result of this energy, the pregnancy is drastically shorter than most, accelerated to a mere 30 days. A remove disease or contagion spell cast on the mother terminates the pregnancy and causes 2d6 points of damage to her. After the child is born he or she grows rapidly, reducing the number of years per age category to months, up to the Youth category. For example, a human child born of this spell becomes a Youth at 12 months of age.

While the mother is pregnant, the supernatural power of the unborn child causes her to manifest the spirit’s physical sign until the child is born. She cannot suppress this sign, as if she had made a poor pact with the spirit. After one-third of the pregnancy, she also begins to manifest the spirit’s personality, as if she had made a poor pact with the spirit.

Spirit Scourge

School conjuration [pact]; Level antipaladin 3, cleric 3, inquisitor 3, paladin 3
Components V, S
Casting Time 1 standard action
Range 10-ft. reach
Effect one scourge
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
You create a crackling black-barbed whip that you can use to suppress spirits. This whip strikes foes against their touch AC and on a successful hit, a foe must succeed on a Will save or have the granted abili- ties of the highest-leveled spirit that the target is bound to become suppressed for 1d4+1 rounds. This attack also deals damage as a whip appropriate for the caster’s size.

Suppress Sign

School transmutation [pact]; Level alchemist 1, antipaladin 1, bard 1, bloodrager 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level
Saving Throw Fortitude negates; Spell Resistance yes
If the target is bound to a spirit, the spirit’s physical sign becomes suppressed for the duration of the spell, during which the binder cannot show the spell even if he made a good pact with the spell. If the target is bound to multiple spirits you may choose which spirit’s physical sign is suppressed. Multiple castings of this spell can allow you to suppress the physical signs of multiple spirits.

Sustaining Feast

School conjuration (creation); Level cleric 3
Components V, S, DF
Casting Time 10 minutes
Range close (25 ft. + 5 ft./2 levels)
Effect feast for one creature/level
Duration 1 hour plus 1 day/level; see text
Saving Throw none; Spell Resistance no
This spell creates a feast, including both food and drink of your choosing. The feast takes 1 hour to consume, and the benefits do not set in until this hour is over. Every creature partaking of the feast is magically nourished for 1 day per caster level you possess; they do not hunger or thirst and do not require food or water at this time. In addition, the next time that the creature lays to sleep, sleeping for 2 hours provides the same benefits as an entire night’s rest.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Temporal Vision

School divination (scrying); Level bard 6, cleric 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 hour
Components V, S, M/DF (a pool of water), F (a quartz mirror worth 2,500 gp)
Range personal
Effect magical sensor
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Temporal vision creates an invisible magical sensor at the precise point in which you cast the spell that allows you to view your current location at a specific point in time, allowing you to hear and see almost as if you were there. If you wish to view your current location at a specific point in time, you must succeed on a caster level check in order to pinpoint the correct moment in time. The DC of the caster level check is equal to 15 plus any modifiers gained based upon on how well your knowledge of the era is and what sort of physical connection (if any) you have to that point in time.

Knowledge Caster Level Check DC
None1 +10
Secondhand (you have heard of the point in time) +5
Firsthand (you have heard of the point in time) +0
Familiar (you have experienced the point in time) -5

1 You must have some sort of connection to a creature for which you have no knowledge.

If the check succeeds, you can see and hear your current surroundings in the chosen point in time. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects.

Connection Caster Level Check DC
Point of time more than ten years in the past or future. +12
Likeness or picture from that point in time. -2
Possession or garment from that point in time. -4
Bit of a creature from that point in time. -10

2 Per 10 years difference.

In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and detect pact spirits†.

Temporal Vision, Greater

School divination (scrying); Level cleric 9, druid 9, shaman 9, sorcerer/wizard 9, witch 9
Casting Time 1 hour
Saving Throw Will negates (see text); Spell Resistance yes
This spell functions like temporal vision, except you can view any location at any specific point in time. If the sensor is placed on another plane, add +5 to the DC of the caster level check to pinpoint the correct location in time.

Alternatively, you can use this spell to observe a specific creature at a particular point in time rather than a location. If you succeed on your caster level check, the subject gains a Will save to negate the effects of the spell. Calculate the difficulty of the save DC as you would a scrying spell; any physical connections that you have to the target must be from the relative moment in time that you are wishing to observe the target during. If the save fails, you see and hear the subject and its surroundings exactly as though you had successfully cast scrying the observe it.

Undetectable Spirit

School abjuration [pact]; Level alchemist 3, antipaladin 3, bard 3, bloodrager 3, druid 3, cleric 3, inquisitor 3, ranger 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
Components V, S
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one spirit-bound creature
Duration 24 hours
You cloak the presence of pact spirits within the target, making it difficult to detect the presence of any spirits that are bound to the target by divination spells such as detect pact spirits†. Undetectable spirit also prevents detection by such magic items as an exorcist’s revealing box†. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast undetectable spirit. If you cast undetectable spirit on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, undetectable spirit wards the creature’s gear as well as the creature itself.

Undetectable Spirit, Communal

School abjuration [pact]; Level alchemist 4, antipaladin 4, bard 4, bloodrager 4, druid 4, cleric 4, inquisitor 4, ranger 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
Components V, S, M (specially prepared chalk dust worth 25 gp per target)
Target creatures or objects touched
This spell functions as undetectable spirit†, except you divide the duration in 1-hour increments among the creatures or objects touched.

Zone of Spiritual Abstinence

School abjuration [pact]; Level antipaladin 2, bard 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2, witch 2
Components V, S, DF
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft. radius emanation
Duration 24 hours
Saving Throw Will negates; Spell Resistance: yes
Creatures within the emanation area (or those who enter it) can’t summon or seal pacts with spirits. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. When an affected creature attempts to seal a pact with a spirit within the emanation area, that pact automatically fails upon completing the spirit’s ceremony; the spirit is not summoned into the seal and the pact doesn’t progress to Step 3 or Step 4 of the pactmaking process. Creatures who leave the area are free to seal pacts as they choose.

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