Dunes of Desolation Options

Dunes of Desolation Character Options

General Feats

Aces up a Sleeve
You can simultaneously throw two light weapons at a single target.
Prerequisites: Dex 15, Point-Blank Shot, Quick Draw.
Benefit: When making a full-attack action with light weapons, your first attack throws two light weapons at the same time at a single target. If the first attack hits, both light weapons hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from a high Strength bonus apply to each light weapon, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each light weapon.

Backstab
You can swiftly draw a weapon and attack before an enemy can react.
Prerequisites: Sleight of Hand 1 rank, Weapon Finesse.
Benefit: You may attempt a Sleight of Hand check in place of an initiative check if you already threaten an enemy at the time when you would normally make an initiative check. You cannot be surprised by an enemy you threaten. You can use this feat only if you are holding a light weapon, rapier, whip or spiked chain made for a creature of your size category.

Bazaar Merchant
You are an expert at valuing items and negotiating the best prices.
Benefit: You get a +2 bonus on Appraise and Profession (merchant) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Bazaar Thief
You are adept at concealing your identity while stealing.
Benefit: You get a +2 bonus on Disguise and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Caravan Merchant
You are skilled at riding a camel and selling goods.
Benefit: You get a +2 bonus on Profession (merchant) and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Desert Explorer
You are familiar with desert terrain and survival techniques.
Benefit: You get a +2 bonus on Knowledge (geography) and Survival skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Desert Legs
Enemies find it difficult to perform combat maneuvers against you in desert terrain.
Benefit: You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on desert terrain.

Dune Walker
You move faster than normal in desert terrain.
Benefit: While you are wearing light armor or no armor, your base speed increases by 10 feet whenever you move across desert terrain. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat only once. Its effects stack with Fleet.

Eyes of the Desert
You can see things that most others cannot see in the desert.
Benefit: You gain a +4 bonus on the following checks and saves whenever you make them in a desert: all Perception checks, Fortitude saves to resist blindness, Survival checks made to follow tracks and Constitution checks made to avoid light sensitivity and light blindness.
Special: You can take this feat only once. Its effects stack with those gained from other feats and the ranger’s favored terrain ability.

Fearsome Reputation (combat)
You can lower your defenses to increase your accuracy and strength.
Prerequisite: Cha 13.
Benefit: You can choose to take a –1 penalty to your AC and Reflex saves to gain a +1 bonus on all melee attack rolls, weapon damage rolls and combat maneuver checks. When your base attack bonus reaches +4 and every four points thereafter, the AC and Reflex save penalties increase by –1 and the melee attack, weapon damage and combat maneuver checks increase by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Flying Carpet Pilot
You can perform special maneuvers atop a flying carpet
Benefit: You can take ranks in the Fly skill even if you normally could not do so. Your bonus on Fly skill checks is equal to your level while aboard a carpet of flying.
Normal: You cannot take ranks in Fly without a natural means of flight or gliding. Your bonus on Fly skill checks is equal to half the caster level while aboard a carpet of flying.

Genie Sage
You spent your life studying genies.
Prerequisite: Knowledge (planes) 6 ranks.
Benefit: You gain a +4 bonus on Knowledge (planes) checks made to identify genies and their special powers or vulnerabilities. Once per day, you can take 20 on a Knowledge (planes) check made for this purpose. You gain a +1 insight bonus to attack rolls against genies and get a +1insight bonus to AC against genies.

Mental Rehearsal (Combat)
Additional time brings greater insight.
Benefit: Whenever you ready an attack, you get a +1 insight bonus to your attack roll. The insight bonus applies only to the attack triggered by the event specified in your ready action. You do not gain an insight bonus when you make attacks of opportunity. When your base attack bonus reaches +6 and every five points thereafter the insight bonus increases by +1.

My Turn (combat)
You choose not to act in order to deliver a punishing blow to an enemy that just hit you.
Prerequisites: Cha 13, Combat Reflexes, Fearsome Reputation.
Benefit: You may take no actions this round other than a 5-foot step. Whenever an enemy hits you with a melee attack before the start of your next turn, you can make a melee attack at your full base attack bonus against that enemy as an immediate action. You can make only one such attack each round. This attack does not count towards the number of attacks of opportunity you can make in a round, so you are still entitled to take attacks of opportunity if the opportunities arise. You may add your Charisma modifier to your attack and weapon damage rolls on this attack, and any other melee attacks you make until the beginning of your next turn.

Olé (combat)
You can avoid charging creatures.
Prerequisites: Step Up.
Benefit: Whenever an enemy charges at you, you get a +2 dodge bonus to AC and may take a 5-foot step after he ends his movement, but before he resolves the attack. If you move out of the creature’s threat range, he cannot attack you.

Palace Schemer
You have inside knowledge about the royal court and local events.
Benefit: You get a +2 bonus on all Knowledge (local) and Knowledge (nobility) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Sales Pitch
You can fool people with fast talk.
Benefit: You can attempt a Profession (merchant) skill check in place of a Bluff skill check to convince your opponent that what you are saying is true. The Bluff skill check modifiers also apply to the Profession (merchant) skill check.

Sand in the Eyes
You can blind enemies by throwing sand in their eyes.
Prerequisites: Combat Expertise, Improved Dirty Trick, Throw Anything
Benefit: Instead of making a melee attack as an attack of opportunity, you can attempt a dirty trick combat maneuver to throw sand in your enemy’s eyes, blinding him for 1 round. (See the “Combat Maneuvers” section in Chapter 8 of the Pathfinder Roleplaying Game Advanced Players Guide for details regarding dirty trick combat maneuvers.) You must have at least one free hand to perform this maneuver. Normal: A dirty trick combat maneuver is only usable as a standard action.

General Spells

Blades to Canes
School transmutation; Level cleric 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F/DF (a few splinters of wood)
Range close (25 ft. + 5 ft./2 levels)
Target one weapon
Duration permanent (see text)
Saving Throw Will negates (object); see text; Spell Resistance yes (object); see text
This spell transforms a manufactured weapon into an ordinary wooden cane. An unattended, nonmagical weapon gets no saving throw. A magical weapon is allowed a saving throw against the spell. A weapon in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. The spell permanently turns nonmagical weapons into a 3-foot long, solid, wooden cane. The cane is treated as an improvised weapon that deals 1d4 points of bludgeoning damage. Magical weapons become a nonmagical cane for 1 minute per caster level before reverting back to their normal state. If the cane is broken or damaged, a magical weapon gains the broken condition when it returns to its original state. This spell has no effect on artifacts, natural weapons or unarmed strikes

Buck
School enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (a tuft of hair from a wild horse)
Range close (25 ft. + 5 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
This spell compels the subject to attempt an Acrobatics check and leap straight up into the air as a high jump. The target generally lands in the same location it began without any ill effect. If the spell causes the creature to strike an object, the subject and the object take 1d3 points of bludgeoning damage from the impact, and the jump ends immediately if the creature collides with an immovable object. Unstable objects may fall to the ground causing additional damage. When cast against a mount, the rider must succeed on a Ride check as if he were performing a leap. On a failed check, the rider suffers the consequences from a failed leap and falls to the ground.

Burning Sands
School transmutation [earth]; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a piece of charcoal)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft. radius spread (S)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Burning sands causes sand, loose soil, salt or gravel to become extremely hot. The superheated ground deals 1d6 points of fire damage per round to any creature or object in direct contact with it and sets fire to combustibles. Damage continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d3 points per round). The spell has no effect on magical or enchanted soil, and it cannot be used to heat rock or stone.

Canopic Jar
School necromancy; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, F (miniature canopic jar)
Range touch
Target living creature touched
Duration instantaneous/10 minutes; see text
Saving Throw Fortitude half; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of Constitution, Dexterity or Strength damage (your choice) to the subject. You gain an enhancement bonus equal to the damage you deal to your corresponding ability score. Enhancement bonuses gained from multiple castings of this spell and other sources do not stack. A successful Fortitude save halves the ability score damage (minimum 1). The enhancement bonus disappears 10 minutes later.

Chaste
School abjuration; Level cleric 1, paladin 1, witch 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
The target becomes resistant to the charms of others. The subject gains a +4 sacred bonus to saving throws made to resist magical attacks intended to seduce him or compel him to fall in love with another creature. The bonus applies also to any magical attack delivered with a kiss.

Cloak of Serpents
School abjuration; Level druid 5, serpent [good] 5
Casting Time 1 standard action
Components V, S, DF
Range Personal
Target You
Duration 1 round/level (D)
A writhing, twisting, hissing mass of snakes surrounds you, protecting you from attacks and biting those that come near you. This spell has two effects: First, you gain a +2 deflection bonus to your AC for the duration of the spell. Second, the snakes surrounding you are at your command and attack any that come within 5 feet of you, if you so desire. The snakes use your full attack bonus when attacking. If the attack succeeds, the victim takes 1d4 points of damage. In addition, the bite subjects the target to a painful poison that deal 1d4 points of Strength damage for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage for that round; two consecutive saves ends the effect.
You can attack or move normally (including casting other spells) while this spell is in effect. You do not need to concentrate to maintain it.

Concussive Ray
School evocation [force]; Level magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
A concussive ray of force springs from your hand. You must succeed on a ranged touch attack to strike a target. The ray deals 1d6 points of bludgeoning damage plus 1 point of bludgeoning damage per caster level (maximum +10) and renders the target dizzy for 1 round per caster level. A successful Fortitude save halves the damage and negates the dizzy effect. Whenever a dizzy creature takes a standard action or a move action, he must succeed on a DC 10 Acrobatics check or fall prone. Even if the subject remains standing, he treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. Casting spells with a somatic component has a 20% chance of spell failure. Dizzy creatures can take a 5-foot step, free actions, swift actions and immediate actions normally. The target must also succeed on a DC 10 Acrobatics check to stand up from prone. Each round on its turn, the subject may attempt a new saving throw to end the effect, though success does not negate damage already suffered. This is a full-round action that does not provoke attacks of opportunity.

Coordinated Retreat
School transmutation; Level cleric 2, paladin 2, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When this spell is cast, an affected creature may take a 5-foot step as an immediate action. You may also take a 5-foot step, even if you already moved during your turn, though this spell does not entitle you to take a second 5-foot step unless another feat, spell or spell-like effect allows you to do so. Creatures taking a 5-foot step during your turn can take another 5-foot step on their next turn.

Counter Curse
School abjuration; Level cleric 1, inquisitor 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 hour/level
Whenever you are the target of a spell that can be removed with remove curse, you may use a necromancy spell of the same level or higher to counterspell it as an immediate action, even if you did not ready such an action.

Death Mask
School necromancy; Level bard 6, cleric 8, magus 6, sorcerer/wizard 6, witch 7
Casting Time 1 standard action
Components V, S, F/DF (miniature golden death mask worth at least 100 gp)
Range touch
Target one living creature
Duration permanent
Saving Throw Fortitude partial; Spell Resistance yes
You must succeed on a melee touch attack to impart this curse. Your touch creates a golden death mask that is an exact replica of the subject’s face. The death mask affixes itself to the subject’s face, rendering the subject blinded and deafened as well as preventing the target from breathing or speaking. Creatures unable to breathe begin suffocating when they can no longer hold their breath. Those that cannot speak cannot cast spells with verbal components or utter command words to activate magic items.
A successful Fortitude save allows the subject to breathe, speak, see, and hear with some difficulty. The target has a 40% chance of spell failure when casting spells with verbal components, and all creatures that the subject can see gain concealment (20% miss chance). The subject also suffers a –8 penalty to Perception checks. Whether the save is successful or not, the subject cannot eat or drink which may result in dehydration and starvation.
This spell has no effect on creatures that lack a discernible head, such as oozes and elementals, or those with more than one head. As a side effect, the death mask protects the subject’s head against physical attacks granting it the light fortification ability.
The death mask cannot be dispelled, but it can be removed by break enchantment, limited wish, miracle, remove curse or wish.

Decrypt
School divination; Level cleric 3, inquisitor 3, sorcerer/wizard 3
Casting Time 10 minutes
Components V, S, F/DF (a pair of spectacles)
Range close (25 ft. + 5 ft./2 levels)
Effect one spell or spell-effect with a password
Duration instantaneous
Saving Throw see text; Spell Resistance yes
This spell allows you to learn the password for any spells and spell-like effects that can be bypassed with the utterance of a password. You must be aware of the spell or spell-like effect prior to casting this spell. You must succeed on a decryption check (1d20 + your caster level) against the spell you are targeting. (DC = 11 + the spell’s caster level). If you succeed, you learn the password, (if any), and can utter it to safely pass through the warded area. You learn nothing on a failed check. If you fail by 5 or more, the spell reveals the wrong password. Multiple decrypts on the same spell or spell-like effect use the same dice result as the first decrypt spell and yield the same result each time.

Den of Thieves
School transmutation [earth]; Level druid 5, sorcerer/wizard 5
Casting Time 10 minutes
Components V, S, M (a small shovel and a splinter from a trap door)
Range close (25 ft. + 5 ft./2 levels)
Effect subterranean hideout up to one 10-ft. cube/level (S)
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You transform the solid earth just beneath the surface into a hidden, subterranean complex of interconnected chambers. The hideout is accessible from the surface via a concealed trap door built into the ground. Creatures other than you must succeed on a DC 30 Perception check to notice the entrance. The trap door is made from strong wood and is secured with arcane lock and alarm. The hideout must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.
You can design any floor plan you like to the limit of the spell’s effect. The hideout is modestly furnished and contains sufficient amounts of foodstuffs to serve a three-course meal to six people per caster level. Two near-transparent servants attend to the occupants’ needs. The servants function as unseen servant spells except that they are visible and can go anywhere in the hideout.
If the spell ends while creatures still occupy it, the occupants appear on the surface directly above their previous location. If that space is already occupied by another solid body, the creature appears in the closest unoccupied space. Earth, rock and stone then refills the previously affected area. The hideout’s maximum depth is 10 feet. Casting spells that alter the physical properties of earth and stone above the hideout may collapse the hideout’s ceiling, causing a cave-in directly beneath the area affected by such spells.

Down to Earth
School transmutation; Level druid 4, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, F/DF (a small magnet)
Range 20 ft.
Effect 20-ft. radius burst centered on you
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
All nonmagical projectiles weighing 1 pound or less fall harmlessly to the ground. Arrows, crossbow bolts and other fine particles, such as sand, dust, rain and salt, immediately plummet to the ground when they enter the affected area, negating any damage they would otherwise cause.
Enchanted weapons and projectiles created or propelled by magical weapons, spells and spell-like effects are not affected by this spell and function normally.

False Prophet
School necromancy; Level cleric 3, inquisitor 3, sorcerer/ wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a nugget of pyrite)
Range close (25 ft. + 5 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
This spells functions as a targeted dispel magic cast at the subject, though a successful Will save negates the spell’s effects. False prophet targets the subject’s divination spells and spells granting insight bonuses only. When you attempt your dispel checks against these spells, you treat your check as if you rolled a natural 20. The spell does not end when you succeed on a dispel check. Instead, you continue attempting dispel checks until you have made one attempt to dispel every divination spell cast on the target as well as every spell that grants an insight bonus.

Flummox
School enchantment (compulsion) [mind-affecting]; Level bard 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, F/DF (a child’s top)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Every time the subject moves from one square to the next, (including taking a 5-ft. step), he is instead compelled to move in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise). The target cannot run or charge. If the subject is forcibly moved by another creature, either because of a combat maneuver or another spell or spell-like effect, the target ignores this spell’s effect and moves as directed by the other creature.
This spell affects the subject’s movement only. He can still make melee and ranged attacks and cast spells that require a line of sight or line of effect normally. This spell does not affect teleportation spells and effects.

Guiding Light
School divination (scrying); Level cleric 3, paladin 2
Casting Time 1 standard action
Components V, S, F/DF (an astrolabe)
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
This spell allows you and those you designate to follow a creature from afar without detection. When cast, a glowing, celestial body appears in the sky directly above the subject and remains directly above him wherever he goes. It is indistinguishable from a star, planet or comet, though to you and up to two creatures that you designate, it is easily the brightest object in the night sky. During daylight hours, the object is invisible to all except for you and those you designate.
The spell ends immediately if the subject travels to another plane.

Gusher
School conjuration (creation) [earth]; Level druid 4, sorcerer/ wizard 4, summoner 4
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10ft./level)
Area 20-ft. radius burst, 40 ft. high
Duration 1 round/level (D)
Saving Throw Reflex partial; see text; Spell Resistance yes
A gout of flaming, viscous oil leaps into the air, dealing 5d6 points of fire damage to creatures and objects. This damage only occurs once, when the spell is cast. A successful Reflex save halves the damage. Creatures that fail the Reflex save take full damage, fall to the ground, drop everything held and are covered with oil. For the remaining duration of the spell, an oil slick covers the ground and unattended objects.
A creature can walk within or through the oil at half normal speed with a successful DC 10 Acrobatics check. Failure means it cannot move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the “Acrobatics” section in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook for details). Creatures that fall become covered with oil. Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Creatures covered with oil must succeed on a Reflex saving throw in each round that the creature attempts to use or pick up an item; otherwise the creature drops the item or fails to pick up the item. Likewise, the creature must succeed on a Reflex save to pick up or use an object covered in oil. A creature covered with oil gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
The oil burns almost instantly if exposed to flame. Once aflame, the oil burns for the remaining duration of the spell dealing 1d6 points of fire damage each round to creatures and objects standing atop. If a creature covered with oil catches fire, he takes 1d6 points of fire damage each round in addition to any fire damage he may take from standing atop an oily surface that is also burning.
A creature covered with oil may remove the oil with universal solvent. Doing so is a full-round action that provokes attacks of opportunity. Likewise, universal solvent can also remove oil from objects. At the end of the duration, the oil disappears, leaving no aftereffects (other than the damage dealt).

Hesitate
School enchantment (compulsion) [mind-affecting]; Level bard 1, cleric 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell causes the subject to hesitate whenever he is called upon to make a decision out of turn. The target cannot attack another creature, move, cast a spell or take any other standard, move, free, swift or immediate action (including attacks of opportunity) during another creature’s turn, even if he would normally be entitled to do so.

Homage
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V
Range touch
Target creature touched
Duration 1 round (see text)
Saving Throw Will negates; Spell Resistance yes
You compel the target to give you one of its items. The creature must be able to understand you to comply with your request, and you must specifically designate the item you want; otherwise the target ignores
your request and acts normally. Generic requests, such as “give me your ring” or “hand me your weapon,” lack specificity and automatically fail. However, a request to “give me the ring on your left hand” or “hand me the mace in your left hand” provides sufficient detail to force the target to comply with your demand.
The target spends its next turn complying with your request. This includes retrieving the item from its person or removing a worn item and then giving it to you. When the subject complies with your request, the spell ends, and the subject immediately realizes what happened. If the subject cannot give you the item by the end of its turn, the spell ends. Any act by you or your apparent allies that threatens the subject breaks the spell.

Hot Wind
School evocation [air, fire]; Level druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance yes
A cone-shaped emanation of hot wind (approximately 30 mph) rushes out from your fingertips. Hot wind deals 1d6 points of fire damage plus 1 point of fire damage per two caster levels (maximum +10) each round. All flying creatures take a –2 penalty on Fly skill checks. Tiny or smaller flying creatures must succeed on a DC 20 Fly skill check to move against the force of the wind.
Small or larger creatures may move normally within a hot wind effect. This spell cannot move a creature beyond the limits of its range. Any creature, regardless of size, takes a –2 penalty on ranged attacks and Perception checks in the area of a hot wind.
The force of the wind automatically extinguishes candles, torches, and similar unprotected flames. In addition to the effects noted, hot wind typically creates a stinging spray of sand, dust or gravel when cast in the open desert.

Hourglass of Sand
School evocation; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (miniature hourglass)
Range close (25 ft. + 5 ft./2 levels)
Area hourglass (10-ft. square, 20-ft. high)
Duration 1 minute/level
Saving Throw Reflex negates; Spell Resistance no
This spell creates an immobile, hardened glass hourglass consisting of two 10-ft. cubes sitting atop one another that are connected by a 1-ft. radius opening. Sand completely fills the upper cube. Creatures are caught and contained in the bottom half of the hourglass, unless they are too big to fit inside, in which case the spell automatically fails. (The hourglass’s bottom part is a 10-ft. cube.) Teleportation and other forms of astral travel provide a means of escape.
Sand pours into the bottom cube at a rate of 1 foot per round. A trapped creature can jam an object of the appropriate size and shape into the opening; however he must win an opposed Strength check each round to keep it in place. The sand has a Strength score of 20 + 1 per foot of sand remaining in the upper cube. The hourglass can be damaged by spells, weapons and supernatural abilities as normal. The glass is 1 inch thick per caster level, and each 10-foot square has a Hardness of 5 and 10 hit points per inch of thickness. Creatures can hit the hourglass automatically. A section of hourglass whose hit points drop to 0 is breached. If a creature tries to break out or into the hourglass with a single attack, the DC for the Strength check is 15 + caster level + 1 per foot of sand in the lower cube. When the glass is breached, it shatters into jagged shards dealing 1d6 points of slashing damage plus 1 point of slashing damage per caster level (no save) to all creatures within 5 feet.
When the sand reaches the trapped creature’s waist, his attacks deal half damage. He can no longer attack when the sand reaches his shoulders. Creatures buried beneath the sand begin suffocating when they can no longer hold their breath.

Infidel
School necromancy; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance yes
The subject gains channel resistance +4. In addition, the target must attempt a Will save against channeled positive and negative energy, even if he is a willing target. If the save succeeds, the amount of damage dealt or healed is halved. The subject cannot voluntarily forego a saving throw to resist this effect.

Instill Faith
School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 4, inquisitor 4, paladin 4
Casting Time 1 standard action
Components V, S, DF
Range 40 ft.
Effect all allies within a 40-ft. radius burst centered on you
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When this spell is cast, it bolsters your allies’ resistance to mind-affecting attacks. Each round, you must attempt a Diplomacy skill check as you utter inspirational words and phrases to your allies. Doing so is a free action. While this spell is in effect, any ally that is affected by a mind-affecting magical attack may use your Diplomacy check result in place of its saving throw if, after the saving throw is rolled, the Diplomacy check result proves to be higher. This spell does not work on effects that do not allow saves.
The ally must be able to hear and understand you for this spell to have any effect. If you are rendered speechless, the spell ends immediately.

Intoxicate
School necromancy; Level druid 3, ranger 3
Casting Time 1 standard action
Components V, S, F/DF (a bud of peyote)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes
Calling upon the hallucinogenic properties of the peyote cactus plant, you infect the subject with a potent narcotic by making a successful melee touch attack. The subject suffers a –6 penalty to Dexterity and a –4 penalty on all saves against illusions; treats all ranged attacks as if he rolled a natural 1; suffers a 50% miss chance on melee attack rolls; cannot use any skills that require patience or concentration and has a 50% chance of spell failure when casting spells.
As a side effect, the target also becomes immune to fear and gains a +4 morale bonus to Strength. Spells and effects that target poison also affect intoxicate. Intoxicated creatures may attempt a new Fortitude save each round to end the condition. The target then becomes sickened equal to the number of rounds that he was intoxicated. There is no save to eliminate the sickening effect.

Jyoti
School evocation [light]; Level bard 4, cleric 4, druid 4, paladin 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, F (golden lamp worth at least 50 gp)
Range touch
Target golden lamp touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell functions like daylight, except when you cast this spell, you must touch the spell’s focus — a golden lamp. In addition to duplicating the effects of daylight, jyoti negates any concealment provided by natural or magical fog, rain, sleet, mist, wind and smoke that is less than total concealment within a 60-ft. radius centered on the spell’s focus. This ability continues to function even in magical darkness, if the creature can see normally through magical darkness.

Kiss of Lust
School illusion (phantasm) [mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Will disbelief; see text; Spell Resistance yes
You create a phantasmal image of the most beautiful creature imaginable to the subject by forming the carnal desires buried deep within the subject’s unconscious mind into an irresistible object of lust. Only the spell’s subject can see the object of lust. You see only a vague shape. The target gets a Will save to recognize the image as unreal. If that save fails, the phantasm kisses the subject, and bestows one negative level to the subject each round. Each round on its turn, the subject may attempt a new saving throw to disbelieve the phantasm and end the effect. This is a free action that does not provoke attacks of opportunity. The subject gets a +4 bonus to its Will save for each negative already bestowed.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from yours receives a +4 bonus on its saving throw, because your perception of beauty differs from its perspective.

Last Stand
School necromancy; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a small piece of a wild boar’s tusk)
Range personal
Target you
Duration 10 min./level or until discharged (see text)
When your hit point total drops below 0, but you are not dead; you are automatically restored to 1 hp. In addition, you gain temporary hit points equal to 1d10+1 per caster level (maximum +10) and a +1 morale bonus to attack rolls, damage rolls, saving throws, skill checks and ability checks. These temporary hit points last for 1 round per caster level. They do not stack with temporary hit points gained from another source. The morale bonus ends when your temporary hit point total drops to 0 or less.

Market Savvy
School transmutation; Level alchemist 2, bard 2, sorcerer/ wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level (D)
This spell prevents merchants and traders from taking advantage of you. You gain a +10 competence bonus to Appraise and Profession (merchant)
as well as Sense Motive skill checks made to avoid being bluffed or determine when “something is up.”

Martyr
School conjuration (healing); Level paladin 4
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range 30 ft.
Target allies within a 30-ft. emanation, centered on the caster (see text)
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell allows you to willingly take damage to heal others. When you cast this spell, you may take no actions and offer no defense against attacks. You are treated as having a Dexterity of 0 (–5 modifier) and lose any dodge bonuses to Armor Class. Whenever an evil creature successfully hits you with a melee attack, your allies within 30 feet that can see you are healed of damage equal to half the damage you took from the attack. Allies benefit from this spell when you are struck by a legitimate threat only. (The GM has sole discretion in determining what comprises a legitimate threat.) When an enemy kills you or drops you to 0 hp or less, allies are healed of damage equal to the damage you took from the attack. Whenever an enemy confirms a critical hit against you, all allies receive a morale bonus to attack and weapon damage rolls equal to your Charisma bonus on their next single attack roll (if it is made before the end of the next round) in addition to being healed of damage. The spell ends when you are dropped to 0 hp or less, take an action, are healed of any damage or are affected by any spell or spell-like effect cast by an ally.

Mirage Hysteria
School enchantment (compulsion) [mind-affecting]; Level druid 3, ranger 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 level)
Target one living creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
The subject is obsessed with drinking as much water as possible. A victim under the influence of this spell moves toward the closest visible source of water by the most direct means available. The spell has no effect if the target does not see any water source at the time the spell is cast. If the path leads the subject into a dangerous area such as through fire or off a cliff, the subject receives a second saving throw to end the effect before proceeding into the perilous area.
When the subject reaches the water source, he can take no actions other than to drink water. If he is attacked, he can take no actions other than to defend himself. Living creatures that do not need to drink are immune to this spell.

Mummify
School transmutation; Level cleric 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude half; see text; Spell Resistance yes
You must succeed on a melee touch attack. Your touch instantaneously mummifies the subject, causing its muscles to atrophy and its skin to lose its elasticity. The subject takes a penalty to its Constitution, Dexterity and Strength equal to 1d6 plus 1 per two caster levels (maximum 1d6+10). The subject’s ability scores cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
In addition, the subject gains vulnerability to fire and DR 5/–. There is no save against these effects. The subject remains mummified until a break enchantment, heal, limited wish, miracle or wish spell is used to cancel the effect of mummify.

Murder of Crows
School illusion (phantasm) [mind-affecting]; Level sorcerer/ wizard 2
Casting Time 1 standard action
Components V, S, M (a crow’s feather)
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level
Saving Throw Will disbelief; Spell Resistance yes
You create a phantasmal image of large, black crows that swirl around and peck at the subject. Only the spell’s subject can see the crows. You see only the shadowy image of bird wings overhead. The target gets a Will save to recognize the image as unreal. It that save fails, the crows become a constant distraction to the subject. Casting a spell requires a concentration check (DC 15 + the level of the spell). Any other concentration checks have their DC’s increased by 5. The DC of Perception checks involving sight is likewise increased by 5, and creatures more than 5 feet away from the subject gain concealment (20% miss chance). Because of the distraction, the subject cannot take 10 or take 20 on ability checks or skill checks.

Neuter
School transmutation (polymorph); Level bard 2, sorcerer/ wizard 3, witch 3
Casting Time 1 standard action
Components V
Range touch
Target living creature touched
Duration permanent
Saving Throw Fortitude negates; Spell Resistance no
Your touch removes all gender from the subject, giving him an androgynous, neutered appearance. Though the creature’s abilities, mind and memories remain intact, the shocking transformation deals 1d4 points of Charisma damage and stuns the subject for 1 round. If the subject rolled a natural 1 on its saving throw, the creature takes 2 points of Charisma drain as well. The creature’s gender can be restored with break enchantment, limited wish, miracle, remove curse or wish.

Protection from Serpents
School abjuration; Level cleric 1, druid 1, inquisitor 1, serpent [Good] 1
Components V, S, F
Casting Time 1 standard action
Range Touch
Target Creature touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance No (see text)
This spell wards a creature from attacks by serpents (including animals, aberrations, beasts, or magical beasts — such as medusa, naga and imphidians — but not outsiders that are serpents or include serpents in their composition). It creates a magical barrier around the subject to a distance of 1 foot. The barrier moves with the subject and has two major effects:
First, the subject receives a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both of these bonuses apply to attacks made by serpents.
Second, the barrier prevents serpents from touching the subject. Natural attacks by a serpent fail and the creature recoils from the barrier. The protection ends if the warded creature makes an attack against or tries to force the barrier against a blocked serpent. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Quicksand
School transmutation [earth]; Level druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft. radius spread
Duration instantaneous
Saving Throw see text; Spell Resistance no
When this spell is cast, all natural, undressed sand, loose soil, gravel and soft earth becomes saturated, transforming it into quicksand. You affect a 20-foot radius up to a depth of 1 foot per level (to a maximum of 10 feet). Magical, enchanted or dressed earth and any type of stone cannot be affected. Earth or stone creatures are not affected.
A creature in quicksand must make a successful Reflex save or sink into the quicksand. Creatures large enough to walk on the bottom and keep their head above the surface do not sink. Creatures submerged beneath the surface begin to drown when they can no longer hold their breath. They may attempt to return to the surface by making a successful DC 15 Swim check or using alternate means, such as levitate or fly to escape the quicksand altogether. In addition, rescuers may pull a creature back to the surface by using a sturdy object long enough to reach the submerged character. The rescuer must succeed on a DC 15 Strength check to pull the victim, and the victim must succeed on a DC 10 Strength check to hold onto the object. If both checks succeed, the victim is pulled 5 feet closer to safety. Creatures that do not sink into the quicksand have their speed reduced to 5 feet and suffer a –2 penalty to attack rolls and AC.
This spell does not affect dressed earth, stone or many other building materials, but the quicksand may extend deep enough to damage building foundations. The effect is too localized to damage or destroy large structures, but it may damage or even partially topple small buildings and structures with compromised foundations. The spell does not affect vertical surfaces or a horizontal surface suspended above the ground like a roof or ceiling.

Rain of Salt
School conjuration (creation) [earth]; Level druid 3, sorcerer/ wizard 3, summoner 3
Casting Time 1 standard action
Components V, S, M/DF (a salt crystal)
Range long (400 ft. + 40 ft./level)
Area cylinder (20-ft. radius, 40 ft. high)
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
When this spell is cast, magical salt crystals rain down from the sky dealing 3d6 points of bludgeoning damage to every creature and 2d6 points of corrosive damage to water creatures. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, large jagged pellets of salt cover the ground. Creatures moving through the area at greater than half speed run the risk of stepping on these sharp crystals. The salt crystals function as caltrops (see the “Adventuring Gear” section in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook for details regarding caltrops).
The salt crystals deal 1d6 points of damage per round to any water creature in direct contact with them. At the end of the duration, the salt crystals disappear, leaving no aftereffects (other than the damage dealt).

Restless
School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target living creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, turning the target into a bundle of nervous energy. Every round, the subject must move at its full speed, even if that consists of walking in a circle or pacing back and forth. The subject is free to determine his own path, though he is not required to enter squares occupied by obstacles or other creatures. However, he cannot choose not to enter squares threatened by other creatures. If he is unable to move because he is completely surrounded by creatures or obstacles, he becomes dazed for as long as he remains surrounded. If he is under the influence of magic that impedes movement, he is not dazed if he moves as far as possible up to his full speed.
In addition, the spell prevents the subject from sleeping or resting. The subject cannot recover hit points or restore ability damage by resting. He cannot eliminate fatigue or reduce exhaustion to fatigue through rest. In addition, spellcasters that require sleep or rest to prepare spells are unable to do so. Other classes that demand rest or sleep to restore their class features, like the barbarian’s rage, are likewise affected.
Every day that the subject goes without sleep, he must succeed on a Constitution check (DC 15, +1 for each previous check) or take 1 point of ability damage to all of his abilities. Magic sleep effects function normally, though the subject’s restlessness returns as soon as he awakens. Living creatures that do not require sleep or rest (elementals, oozes and plants) are immune to this spell. While under the influence of restless, the subject is immune to fatigue and exhaustion.
Restless can be removed with break enchantment, limited wish, miracle, remove curse or wish.

Riddle of the Sphinx
School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Will negates; see text; Spell Resistance yes
You pose a brief riddle to the subject that he feels compelled to solve. The subject must be able to hear and understand you. The subject can take no actions while contemplating the solution, but he is not considered helpless. On the creature’s next turn, it may attempt to solve the riddle by succeeding on an Intelligence check (DC 10 + your Intelligence modifier). This attempt is a full-round action that does not provoke attacks of opportunity. If the Intelligence check is successful, the subject solved the riddle, and the spell ends. If not, the creature tries to deduce the answer for the entire duration.

Salinate Weapon
School transmutation [earth]; Level cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a chunk of salt)
Range touch
Target weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 10 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Salinate weapon coats a weapon’s surfaces with a thin layer of salt. Increase the weapon’s critical hit multiplier by +1, whenever the weapon confirms a critical hit against corporeal undead.
You cannot cast this spell on a natural attack, such as an unarmed strike.

Sandblast
School evocation [earth]; Level druid 4, sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, M (a grain of sand)
Range 60 ft.
Area 60-foot line
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance yes
You call forth a potent blast of stinging sand that strikes all creatures and objects in its path until it hits something it cannot move past. This blast acts as a bull rush against creatures and moveable objects, and its CMB is equal to your caster level plus your Intelligence or Wisdom modifier (whichever is higher). You make a separate combat maneuver check for each creature and object struck by the blast. The blast does not provoke attacks of opportunity and can affect creatures of any size. If the bull rush succeeds, the blast pushes the creature in a straight line away from you, and the creature must succeed on a Reflex save or fall prone. The blast buries prone creatures beneath 1d6 inches of sand which may cause the affected creature to suffocate when it can no longer hold its breath.
The blast cannot break or destroy immovable objects; however it removes inscriptions, etchings, paint and any other surface indentation or impression exposed to the blast. When attempting to break a moveable object, the blast has an effective Strength score equal to your caster level plus your Intelligence or Wisdom modifier.

Scorpion’s Sting
School transmutation; Level cleric 4, druid 4, ranger 4, summoner 4
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level
Saving Throw Fortitude negates; see text; Spell Resistance no
A scorpion’s tail grows from the base of your spine giving you a sting attack. If used as part of a full attack action, the sting attack is made at your full attack bonus –5. The sting deals 1d4 points of damage if you are Medium (1d3 points of damage if you are Small) and injects the creature struck with poison. A successful Fortitude save negates the poison damage, but not the physical damage. The poison deals 1d2 Strength damage per round for 6 rounds. Poisoned creatures can attempt a Fortitude save each round to negate the damage and end the affliction.

Serpent Hands
School transmutation; Level druid 6, serpent [evil] 6, sorcerer/wizard 7, summoner 6, witch 7
Casting Time 1 standard action
Components V, S, M (The poison glands of a viper)
Range Personal
Target You
Duration 1 round/level (D)
Saving Throw None (see text); Spell Resistance Yes (harmless)
By casting this spell, you turn your arms and hands into large poisonous vipers. On your next turn and each round thereafter, the vipers can be directed to attack any opponents within 10 feet, allowing you to attack a different opponent with each hand. These attacks are made using your full attack bonus and you do not suffer any penalties for fighting with your off-hand. Each viper deals 1d6 points of damage when it bites and injects a lethal poison. The poison deals 1d4 points of Constitution damage for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage for that round; two consecutive saves ends the effect.
The caster cannot hold or pick up items while this spell is in effect. As a result, the caster cannot cast any spells that require a material component and must succeed at a Reflex save (DC 20) to cast any spell requiring a somatic component while this spell lasts.

Serpent Plague
School conjuration (summoning); Level cleric 5, druid 5, serpent [evil] 5, summoner 4
In all other respects, this spell is identical to the spell insect plague, except that a horde of serpents, including small flying serpents, is summoned instead of insects.

Sew Shut
School transmutation; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a sewing needle and strand of thread)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
The target’s lips seal shut, preventing it from opening its mouth. The subject cannot speak, making it impossible to cast spells with verbal components or activate magical items with a command word. The target cannot continue language-dependent spells and effects that were already in effect, and he cannot use skills that require conversation. The spell also prevents the subject from eating, drinking or placing anything in its mouth. If the subject has a bite attack, it cannot use it while its mouth is sewn shut.
The target can pry its lips open by succeeding on a DC 20 Strength check; however doing so deals 1d6 points of damage to the subject. Alternatively, the subject may use a sharp implement to cut its lips open as a full-round action that provokes attacks of opportunity and deals 2d6 points of slashing damage to the subject. The creature does not receive a saving throw in either instance to avoid taking damage. Until the damage is fully healed, the subject has a 20% chance of spell failure when casting spells with verbal components, and suffers a –4 penalty to bite attacks and skill checks requiring conversation. Enemies receive a +4 bonus to saves against the subject’s language-dependent spells and effects.
Only creatures made of flesh are affected by this spell. This spell has no effect on creatures without mouths. The spell deals 2d6 points of piercing damage plus 1 point of piercing damage per caster level to creatures with more than one mouth, but it has no other effect.

Shade
School conjuration (creation); Level bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, DF
Range 20 ft.
Area cylinder (20-ft. radius, 40-ft. high emanation centered on you)
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
This spell reflects a portion of sunlight back into the atmosphere, reducing the air temperature in the affected area by 2d10° F plus 1° F per caster level. The spell does not affect the prevailing light conditions, nor does it provide protection against precipitation and wind effects. Creatures within the shaded area are protected against sunburn.

Sidewinder
School transmutation; Level druid 2, ranger 2, sorcerer/ wizard 2
Casting Time 1 standard action
Components V, S, M (a snake scale)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
The subject gains the locomotion of a snake, allowing him to move at half speed while prone. While prone, the subject makes attack rolls with natural weapons or light melee weapons normally, and suffers a –2 penalty to attack rolls made with larger melee weapons. The spell allows the target to also make ranged attacks with thrown light weapons normally while prone. The subject still receives a +4 bonus to Armor Class against ranged attacks while prone, but suffers only a –2 penalty to AC against melee attacks. The target may stand up from prone as a free action.

Skirmisher
School transmutation; Level bard 2, druid 2, ranger 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a bent reed)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
The subject gets a +10 enhancement bonus on Acrobatics checks made to move through a threatened square without provoking an attack of opportunity. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.

Song of Stone Splitting
School evocation [earth, sonic]; Level bard 3, sorcerer/ wizard 4
Casting Time 1 standard action
Components V
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes
You emit a low-frequency pulse of sound that creates large fissures and cracks in stone and rock. Objects in the area crafted from either material are not destroyed, but they are severely weakened. The Strength DC needed to break rock and stone objects affected by this spell decreases by 10.
Song of stone splitting deals 1d6 points of sonic damage per caster level (maximum 10d6) to creatures made from rock or stone. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding a rock or stone object can negate damage to it with a successful Reflex save.

Spring Oasis
School conjuration (creation) [water]; Level druid 5, summoner 5
Casting Time 10 minutes
Components V, S
Range medium (100 ft. + 10 ft./level)
Area up to two 10-ft. squares/level (S)
Duration 1 day/level; see text
Saving Throw none; Spell Resistance no
This spell causes fresh water to spring forth from sand, loose soil and gravel. Rock, stone and magical earth are not affected by the spell. As the water pours from the ground, it pushes sand, gravel and loose soil outward to form rudimentary banks. The oasis’ depth cannot exceed 10 feet with an average depth of 2d4 feet. The spell continually replenishes water lost to evaporation, saturation and consumption so it maintains a consistent volume and depth throughout the life of the spell. When the spell ends, the oasis disappears at a rate of 1d4 10-ft. squares per day, provided that the water is not replenished by some other means.

Sticks to Snakes
School transmutation; Level cleric 4, druid 4, serpent [good/ evil] 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S, M (A number of sticks equal to the number of sticks to be changed and a handful of scales from a poisonous snake.)
Range 60 feet
Target 1d4 sticks plus one stick/level
Duration 1 round/level
Saving Throw None (see text); Spell Resistance No
By means of this spell, you change 1d4 sticks plus one per caster level (maximum +20) into Small or Medium poisonous vipers, depending on the size of the wood used (sticks under 4 feet long become Small snakes, and sticks over 4 feet long become Medium snakes). Sticks or wood of a magical nature, or those larger than 6 feet long, cannot be affected. If a stick to be affected is held or carried by someone other than the caster when this spell is cast, the item receives a Fortitude save just as if the person holding the stick was making the saving throw. The snakes have the abilities and statistics of the standard venomous snake in the Pathfinder Roleplaying Game Bestiary. For Small snakes, apply the “young” template.

Sure-Handed
School transmutation; Level alchemist 2, cleric 2, sorcerer/ wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a dab of sticky resin)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
The subject is immune to combat maneuvers, spells and spell-like effects that cause him to drop a held item or take a held item from his hand. He does not drop held items even if another condition would normally cause him to do so. He also gains a +4 bonus to Sleight of Hand checks made to palm an item or take something from a creature.

Tactical Reconfiguration
School conjuration (teleportation); Level bard 5, sorcerer/ wizard 5
Casting Time 1 minute
Components V, S
Range personal
Target you
Duration 1 min./level (D) or until discharged
This spell functions in a similar manner to contingency, though the condition triggering the spell’s effect and the effect itself are always the same. When you fail a Reflex save that deals damage, you may choose to instantly transfer yourself from your current location to any other spot within your line of sight that is not occupied by a solid body. If you transport out of the area affected by the magical attack, you do not take any damage from the attack that triggered this spell. You take full damage if you remain in the affected area.
Attempts to transport to an occupied square discharge the spell with no effect. You cannot bring objects not on your person or other creatures with you. You can only use one tactical reconfiguration spell at a time; if a second is cast, the first one, (if still active) is dispelled.

Wall of Sand
School conjuration (creation) [earth]; Level druid 3, ranger 3, sorcerer/wizard 3, summoner 3
Casting Time 1 standard action
Components V, S, M (a small pouch of sand)
Range close (25 ft. + 5 ft./2 levels)
Effect mound of sand whose area is up to one 10-ft. square/ level (S)
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell creates a wide, vertical barrier of sand similar to a berm. The wall must sit upon a firm foundation, but it does not require anchor points. A wall of sand is 5 feet thick per two caster levels and composed of up to one 10-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
A wall of sand has no structural integrity and must always sit on a firm foundation. It cannot be used to bridge a chasm, but it can be shaped into a ramp as long as there is solid ground beneath it. You can create a wall of sand in any vertical shape you desire. Unlike most magical walls, a wall of sand is impervious to breaking and chipping. It can be affected by a disintegrate spell, though sand from adjoining sections of the wall pours in and fills any breach.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 10, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Sand fills the area immediately after the creature moves through it. Creatures moving through the wall of sand are blinded and must hold their breath, or they begin to suffocate. Creatures can also climb over the wall by succeeding on a DC 25 Climb check.
Any creature within the area of the spell when it is cast is caught inside.

Wall of Serpents
School conjuration (creation); Level cleric 7, druid 7, serpent [good] 7, sorcerer/wizard 7, summoner 6
Casting Time 1 standard action
Components V, S, M/DF (crushed scales from a constrictor snake and a viper)
Range Medium (100 ft. + 10 ft./level)
Effect Wall of serpents up to 20 ft. long/caster level or a ring of serpents with a radius of up to 5 ft./two caster levels; either form 20 ft. high
Duration 1 minute/level
Saving Throw See text; Spell Resistance No
Using this spell, you can create an immobile wall of poisonous, biting, and constricting snakes. A wall of serpents cannot form in an area occupied by physical objects or creatures.
For the duration of the spell, any creature that comes within 10 feet of the wall must succeed at a Reflex save or automatically be grappled by the constrictor snakes formed from the wall. (A creature must make a Reflex save each round he stays or moves within 10 feet of the wall to avoid being grappled.) A grappled creature can escape by succeeding at a Strength check or Escape Artist check (both DC 20).
A grappled victim is automatically bitten by 1d4 poisonous vipers (1d6 points of damage per snake) each round the hold is maintained and must succeed at a Fortitude save or suffer 1d6 points of Constitution damage for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage for that round; two consecutive saves ends the effect. Note, a grappled creature must make a Fortitude save for each snake that successfully bites in a given round.
The wall can be attacked with spells and weapons. If any 5-foot section of the wall takes 20 points of damage or more in one round, that area ceases to function.

Dunes of Desolation Options

The Legacy of Fire Bondoid Bondoid