Torekk Deeperdown's Character Sheet (Pathfinder)

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Torekk Deeperdown [20 Points]

Character Stats
M Dwarf1.png
Level 6
Race Dwarf
Class Druid
Armor Torekk's Hide
Weapon(s) Novolunie,Masterwork Cold Iron Scimitar,Short Spears
Hometown Some city, Gildenhome
Created using [1] 6.06.00 on Jul 1, 2016
Torekk Deeperdown Bartley Neutral Good 20 Torekk Deeperdown
Character Name PLAYER ALIGNMENT DEITY POINTS
Druid6 23000 Dwarf Medium / 5 ft. 4' 2" 185 lbs. Darkvision (60 ft.)
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
6 35000 70 Male dark black, wild and haphazardly chopped or burned off in places
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
18 +4 18 +4
DEX
Dexterity
12 +1 12 +1
CON
Constitution
14 +2 14 +2
INT
Intelligence
8 -1 8 -1
WIS
Wisdom
16 +3 16 +3
CHA
Charisma
8 -1 8 -1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
56




  

Walk 20 ft.

AC
Armour Class
16 : 11 : 15 = 10 + 5 + 0 + 1 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+1 = +1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+4


20 -3 +3 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+8 = +5 + +2 + +1
+ +0
+ +0
+
Reflex

Dexterity

+4 = +2 + +1 + +1
+ +0
+ +0
+
Will

Wisdom

+9 = +5 + +3 + +1
+ +0
+ +0
+
CONDITIONAL MODIFIERS:

+2 vs. poison, spells, and spell-like abilities
+4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+8 = +4
+ +4 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+5 = +4
+ +1 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+8 = +4
+ +4 + +0
+ +0
+ +0
+
CMB +8 +8 +8 +8 +8 +8
CMD 19

23

19 19 23 19
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:

+4 dodge bonus to AC against humanoid creatures of the giant subtype.
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+8
1d3+4
20/x2
5 ft.
  




*Novulunie
HAND TYPE SIZE CRITICAL REACH
Both
P
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus N/A
N/A
+9
N/A
N/A
N/A
 Dam N/A
N/A
1d8+7
N/A
N/A
N/A
 Special Properties  (Spear +1 (Boar/Metal/Limning/Longstrider/Coaxing Spell/Druid/1st/Silversheen)), Extra damage when set against a charging character (pg. 144), On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as the spell) for 1 round., Count as an alchemical silver weapon, immune to all rust
  Range 0 ft.'
0 ft.'
0 ft.'
0 ft.'
0 ft.'
 Bonus +6
+6
+6
+6
+6
 Dam 1d8+5 1d8+5 1d8+5 1d8+5 1d8+5
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 (Spear +1 (Boar/Metal/Limning/Longstrider/Coaxing Spell/Druid/1st/Silversheen)), Extra damage when set against a charging character (pg. 144), On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as the spell) for 1 round., Count as an alchemical silver weapon, immune to all rust
  
Acid (Flask)
HAND TYPE SIZE CRITICAL
Not Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-1
-3
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Torekk's Hide
TYPEARMOR BONUSMAX DEX BONUS
Medium
+5
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
20
(Hide +1 ( Save Bonus (Resistance) (+1))), Resistance bonus to all saving throws of +1
SKILLS MAX
RANKS
6/6
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX -2 = 1
+ 0
+ -3
  Acrobatics (Jump) DEX -6 = 1
+ 0
+ -7
  Appraise INT -1 = -1
+ 0
+ 0
  Appraise (Precious metals and gemstones) INT 1 = -1
+ 0
+ 2
  Bluff CHA -1 = -1
+ 0
+ 0
  Climb STR 1 = 4
+ 0
+ -3
  Craft (Untrained) INT -1 = -1
+ 0
+ 0
  Diplomacy CHA -1 = -1
+ 0
+ 0
  Disguise CHA -1 = -1
+ 0
+ 0
  Escape Artist DEX -2 = 1
+ 0
+ -3
  Fly DEX -2 = 1
+ 0
+ -3
  Handle Animal CHA 5 = -1
+ 3
+ 3
  Heal WIS 7 = 3
+ 1
+ 3
  Intimidate CHA -1 = -1
+ 0
+ 0
  Knowledge (Geography) INT 3 = -1
+ 1
+ 3
  Knowledge (History) INT 0 = -1
+ 1
+ 0
  Knowledge (Nature) INT 10 = -1
+ 6
+ 5
  Perception WIS 11 = 3
+ 5
+ 3
  Perception (Notice unusual stonework) WIS 13 = 3
+ 5
+ 5
  Perform (Untrained) CHA -1 = -1
+ 0
+ 0
  Ride DEX -2 = 1
+ 0
+ -3
  Sense Motive WIS 3 = 3
+ 0
+ 0
  Spellcraft INT 3 = -1
+ 1
+ 3
  Stealth DEX -1 = 1
+ 1
+ -3
  Survival WIS 10 = 3
+ 2
+ 5
  Swim STR 1 = 4
+ 0
+ -3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.


PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.


Created using [2] 6.06.00 on Jul 1, 2016
Player: Bartley; Character Name: Torekk Deeperdown
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Hat
Equipped
1
0
0
 Novulunie
       ((Spear +1 (Boar/Metal/Limning/Longstrider/Coaxing Spell/Druid/1st/Silversheen)), Extra damage when set against a charging character (pg. 144), On a successful strike against a creature affected by a means of magical concealment, the weapon outlines the creature in faerie fire (as the spell) for 1 round., Count as an alchemical silver weapon, immune to all rust)
Equipped
1
8
10755
 Explorer's Outfit
Equipped
1
8
10
 Torekk's Hide
       ((Hide +1 ( Save Bonus (Resistance) (+1))), Resistance bonus to all saving throws of +1)
Equipped
1
25
2165
 Acid (Flask)
       (Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
       
Carried
1
1
10
 Alchemist's Kindness
       
Equipped
1
0
1
 Ale (Gallon)
       
Equipped
1
8
0.2
 Alkali (Flask)
       (Every creature within 5 feet of the point where the alkali flask hits takes 1 point of acid damage from the splash. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.)
       
Carried
1
1
15
 Bedroll (Cloth)
Equipped
1
5
0.1
 Caltrops (Steel)
Equipped
1
2
1
 Chalk (1 Piece)
Equipped
3
0
0.01
 Earplugs
       (Give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a -5 penalty on hearing-based Perception checks.)
Equipped
1
0
0.03
 Hammer (Steel)
Equipped
1
2
0.5
 Holly and Mistletoe
Equipped
1
0
0
 Marbles
Equipped
2
2
0.1
 Oil (1 Pint Flask)
       
       
       
       
       
       
       
       
       
       
Equipped
10
1
0.1
 Powder
       (Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there.)
       
Equipped
1
0.5
0.01
 Rope (Hemp/50 ft.)
Equipped
1
10
1
 Sack
Equipped
1
0.5
0.1
 Saw
Equipped
1
2
0.04
 Shovel, Common
Equipped
1
8
2
ITEM LOCATION QTY WT. COST
 String (50 ft.)
Equipped
1
0.5
0.01
 Backpack, Common
Equipped
1
2
2
 Bread (Loaf)
       
Equipped
1
0.5
0.02
 Candle
       (Increases light level (5') for 1 hr.)
       
       
Equipped
2
0
0.01
 Cheese (Hunk)
       
       
Equipped
2
0.5
0.1
 Crowbar
       (+2 circumstance bonus to Strength checks to force open a door or chest)
Equipped
1
5
2
 Drill
Equipped
1
1
0.5
 Flint and Steel
Equipped
1
0
1
 Magnet
Equipped
1
0.5
0.5
 Rations (Trail/Per Day)
       
Equipped
1
1
0.5
 Tindertwig
       
Equipped
1
0
1
 Waterskin (Filled)
Equipped
1
4
1
 Whistle, Signal
Equipped
1
0
0.8
 Silent Whistle
Equipped
1
0
0.9
 Shortspear
Carried
10
3
1
 Club
Carried
1
3
0
 Masterwork Scimitar (Cold Iron)
       (30 hp/inch, hardness 10)
Carried
1
4
330
 Masterwork Scimitar (Cold Iron)
       (30 hp/inch, hardness 10)
Carried
1
0
315
 Masterwork Quickdraw Shield (Light/Wooden)
       ((Masterwork Quickdraw Shield (Light/Wooden)))
Carried
1
6
203
 Alchemist's Fire (Flask)
       (Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
       
       
Carried
2
1
20
 Wand (Cure Light Wounds/Cleric/1st)
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Equipped
1
0
225
TOTAL WEIGHT CARRIED/VALUE   156.5 lbs. 13790.66 gp
WEIGHT ALLOWANCE
Light 100 Medium 200 Heavy 300


ILLUMINATION
Light Source Bright Shadowy Duration
Candle 1 hr.


MONEY
Novolunie - [+1 Limning Silversheen Boar spear. (1/day) Longstrider, 1 hour duration] Unspent Funds = 1000.0
   




Alkali (Flask)
HAND TYPE SIZE CRITICAL
Not Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-1
-3
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the alkali flask hits takes 1 point of acid damage from the splash. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
  
Shortspear
HAND TYPE SIZE CRITICAL REACH
Carried
P
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +8
+4
+8
+2
+4
-2
 Dam 1d6+4
1d6+2
1d6+6
1d6+4
1d6+4
1d6+2
  Range 20 ft.'
30 ft.'
40 ft.'
60 ft.'
80 ft.'
 Bonus +5
+3
+3
+1
-1
 Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
  
Club
HAND TYPE SIZE CRITICAL REACH
Carried
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +8
+4
+8
+2
+4
-2
 Dam 1d6+4
1d6+2
1d6+6
1d6+4
1d6+4
1d6+2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-1
-3
 Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
  
Masterwork Scimitar (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +9
+5
+9
+3
+5
-1
 Dam 1d6+4
1d6+2
1d6+6
1d6+4
1d6+4
1d6+2
 Special Properties  30 hp/inch, hardness 10
  
Masterwork Scimitar (Cold Iron) [Power Attack (One-Handed)]
HAND TYPE SIZE CRITICAL REACH
Temp Bonus
S
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +7
+3
+7
+1
+3
-3
 Dam 1d6+8
1d6+6
1d6+10
1d6+8
1d6+8
1d6+6
 Special Properties  30 hp/inch, hardness 10
  
Masterwork Quickdraw Shield (Light/Wooden)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+4
1d3+4
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Carried
0 ft.

M
 (Masterwork Quickdraw Shield (Light/Wooden))
  
Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Carried
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-1
-3
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Druidic, Dwarven
PROFICIENCIES
Battleaxe, Club, Dagger, Dart, Grapple, Pick (Heavy), Quarterstaff, Scimitar, Scythe, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Splash Weapon, Unarmed Strike, Warhammer


SPECIAL ATTACKS

Spontaneous Casting

[Paizo Inc. - Core Rulebook, p.49]
     You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower


SPECIAL QUALITIES

Animal Companion

(Ex)

[Paizo Inc. - Core Rulebook, p.51]
    

Darkvision

(Ex)

[Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Greed

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Humanoid Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.308]
     Humanoids breathe, eat, and sleep.

Nature Bond

(Ex)

[Paizo Inc. - Core Rulebook, p.50]
     At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense

(Ex)

[Paizo Inc. - Core Rulebook, p.50]
     You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons

[Paizo Inc. - Core Rulebook, p.49]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resist Nature's Lure

(Ex)

[Paizo Inc. - Core Rulebook, p.51]
     You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.

Stability

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Trackless Step

(Ex)

[Paizo Inc. - Core Rulebook, p.51]
     You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Weapon Familiarity

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Wild Empathy

(Ex)

[Paizo Inc. - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wild Shape

(Su)

[Paizo Inc. - Core Rulebook, p.51]
     You can change shape 2 times / day for up to 6 hours You can change into any Tiny, Small, Medium or Large animal, or a Small elemental. When changing into an animal, this functions as Beast Shape II When changing into an elemental, this functions as Elemental Body I

Woodland Stride

(Ex)

[Paizo Inc. - Core Rulebook]
     You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
Natural Spell [Paizo Inc. - Core Rulebook, p.131]
    You can cast spells even while in a form that cannot normally cast spells.
    You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw [Paizo Inc. - Core Rulebook, p.131]
    You can draw weapons faster than most.
    You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.



<tr><td>

Temporary Bonuses Applied

Power Attack (One-Handed)

</td></tr>




Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on Jul 1, 2016
Player: Bartley; Character Name: Torekk Deeperdown
Druid
               Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 4 4 4 3 0 0 0 0 0 0
LEVEL 0

<a href="http://paizo.com/pathfinderRPG/prd/spells/createWater.html#_create-water">Create Water</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.262
Target Area:   Up to 12 gallons of water
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#_detect-magic">Detect Magic</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 6 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical 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] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic 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:

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#_detect-poison">Detect Poison</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/flare.html#_flare">Flare</a>

DC: 13

Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Source:  CR p.284
Target Area:   Burst of light
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/guidance.html#_guidance">Guidance</a>

DC: 13

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination, VoidElementalSchool
☐☐☐
Effect:  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/knowDirection.html#_know-direction">Know Direction</a>

Save:
Time: 1 standard action
Duration: Instantaneous
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Source:  CR p.304
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/light.html#_light">Light</a>

Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/mending.html#_mending">Mending</a>

DC: 13

Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Source:  CR p.312
Target Area:   One object of up to 6 lb.
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#_purify-food-and-drink">Purify Food and Drink</a>

DC: 13

Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Source:  CR p.328
Target Area:   6 cu. ft. of contaminated food and water
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#_read-magic">Read Magic</a>

Save:
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/resistance.html#_resistance">Resistance</a>

DC: 13

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html#_spark-">Spark</a>

DC: 13

Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
☐☐☐
Effect:  You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/stabilize.html#_stabilize">Stabilize</a>

DC: 13

Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/virtue.html#_virtue">Virtue</a>

Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   6
LEVEL 1

Abstemiousness

Save: None
Time: 1 standard action
Duration: 1 hour
Rng: Touch
Comp: V, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Not everyone can achieve the physical stamina of the monk, but sometimes Irori smiles on his worshipers and allows them a reprieve from physical hungers and wants. This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and as such will not alone prevent someone from starving, but it can extend even limited reserves for extended periods.
Source:  FOB p.28
Target Area:   A handful of berries, grains, nuts, or rice
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/airBubble.html#_air-bubble">Air Bubble</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: S, M/DF (a small bladder filled with air)
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded-assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device-and fired. When shooting such a firearm underwater, the shot still takes the standard -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
Source:  UC p.222
Target Area:   one creature or one object no larger than a Large twohanded weapon
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/alterWinds.html#_alter-winds">Alter Winds</a>

DC: 14

Save: Will negates
Time: 1 minute
Duration: 6 hours
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation, AirSchool
☐☐☐
Effect:  You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural [but not magical] wind effects are either increased or decreased by one step in intensity [Core Rulebook 439]. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.
Source:  APG p.201
Target Area:   immobile 10-ft.-radius emanation
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/antHaul.html#_ant-haul-">Ant Haul</a>

DC: 14

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 12 hours
Rng: Touch
Comp: V, S, M/DF (a small pulley)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The target's carrying capacity triples [see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook]. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
Source:  APG p.202
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheFalcon.html#_aspect-of-the-falcon">Aspect of the Falcon</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
Source:  APG p.203
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/bristle.html#_bristle-">Bristle</a>

DC: 14

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.
Source:  APG p.207
Target Area:   one creature
Caster Level:   6

Burning Disarm

DC: 14

Save: Reflex negates (object; see text)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage, otherwise the hot metal deals 5d4 points of fire damage.
Source:  CEOD p.22
Target Area:   Held metal item of one creature or 15 lbs. of unattended metal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/callAnimal.html#_call-animal">Call Animal</a>

Save: None
Time: 1 standard action
Duration: 6 hours [D]
Rng: see description
Comp: V, S, DF
SR: None
School: Enchantment
☐☐☐
Effect:  This spell calls the nearest wild animal of a particular type you designate [provided the animal's CR is equal to or less than your caster level] to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge [nature] skill check [DC 15] to know what animals can be found in an area. When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell. Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so. Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked. Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animals.
Source:  APG p.209
Target Area:   one animal whose CR is equal or less than 6
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/calmAnimals.html#_calm-animals">Calm Animals</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals [those with Intelligence scores of 1 or 2] can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
Source:  CR p.252
Target Area:   Animals within 30 ft. of each other
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/charmAnimal.html#_charm-animal">Charm Animal</a>

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 6 hours
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like charm person, except that it affects a creature of the animal type.
Source:  CR p.254
Target Area:   One animal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/cloakOfShade.html#_cloak-of-shade">Cloak of Shade</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Touch
Comp: V, S, M (a leaf from a shade tree)
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature [see page 444 of the Core Rulebook for heat dangers]. The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.
Source:  APG p.211
Target Area:   one creature per level
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#_cure-light-wounds">Cure Light Wounds</a>

DC: 14

Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/dampPowder.html#_damp-powder">Damp Powder</a>

DC: 14

Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V, S, M/DF (a damp piece of cotton)
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spell's effect prior to firing the altered ammunition [a DC 16 Spellcraft check to identify the spell being cast or similar effect], the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Source:  UC p.226
Target Area:   1 loaded firearm
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/deadeyeSLore.html#_deadeye's-lore">Deadeye's Lore</a>

Save:
Time: 1 round
Duration: 6 hours
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.
Source:  UC p.227
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/decomposeCorpse.html#_decompose-corpse">Decompose Corpse</a>

DC: 14

Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous or 1 minute; see text
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  Turn corpse into clean skeleton.
Source:  UM p.216
Target Area:   One corpse or corporeal undead
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/detectAberration.html#_detect-aberration">Detect Aberration</a>

Save: None
Time: 1 standard action
Duration: concentration, up to 60 minutes [D]
Rng: Long (640 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  This spell functions like detect animals or plants, except it detects creatures of the aberration type.
Source:  APG p.215
Target Area:   cone-shaped emanation
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectAnimalsOrPlants.html#_detect-animals-or-plants">Detect Animals or Plants</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 60 minutes [D]
Rng: Long (640 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition [see below] and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant 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. [Chart omitted]
Source:  CR p.266
Target Area:   Cone-shaped emanation
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/detectSnaresAndPits.html#_detect-snares-and-pits">Detect Snares and Pits</a>

Save: None
Time: 1 standard action
Duration: Concentration, up to 60 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards- quicksand [a snare], a sinkhole [a pit], or unsafe walls of natural rock [a deadfall]. It does not reveal other potentially dangerous conditions. The spell does not detect magic traps [except those that operate by pit, deadfall, or snaring; see the spell snare], nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to examine 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.
Source:  CR p.268
Target Area:   Cone-shaped emanation
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/diagnoseDisease.html#_diagnose-disease">Diagnose Disease</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detect and identify diseases.
Source:  UM p.216
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#_endure-elements">Endure Elements</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/entangle.html#_entangle">Entangle</a>

DC: 14

Save: Reflex partial; see text
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Long (640 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/expeditiousExcavation.html#_expeditious-excavation">Expeditious Excavation</a>

DC: 14

Save: see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, M (tiny shovel)
SR: No
School: Transmutation, EarthSchool
☐☐☐
Effect:  You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling. Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size. The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.
Source:  APG p.220
Target Area:   dirt in a 5-ft. cube
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/faerieFire.html#_faerie-fire">Faerie Fire</a>

Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Long (640 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness [though a 2nd-level or higher magical darkness effect functions normally], blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Source:  CR p.280
Target Area:   Creatures and objects within a 5-ft.-radius burst
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/featherStep.html#_feather-step">Feather Step</a>

DC: 14

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Source:  APG p.221
Target Area:   one creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/flareBurst.html#_flare-burst">Flare Burst</a>

DC: 14

Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.
Source:  APG p.223
Target Area:   10-ft.-radius burst of light
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/frostbite.html#_frostbite">Frostbite</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Target takes 1d6+6 nonlethal cold damage and is fatigued.
Source:  UM p.221
Target Area:   Up to 6 creatures touched
Caster Level:   6

Gentle Breeze

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 hour [D]
Rng: Close (40 ft.)
Comp: V, S
SR: yes (harmless)
School: Evocation
☐☐☐
Effect:  You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases [such as cloudkill, stinking cloud, and inhaled poisons]. There must be air present to use this spell.
Source:  ACG p.183
Target Area:   one creature or object
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/goodberry.html#_goodberry">Goodberry</a>

Save: None
Time: 1 standard action
Duration: 6 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry makes 2d4 freshly picked berries magical. You [as well as any other druid of 3rd or higher level] can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Source:  CR p.291
Target Area:   2d4 fresh berries touched
Caster Level:   6

Hairline Fractures

DC: 14

Save: Fortitude negates (object)
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  With a single touch, you create momentary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a -2 penalty to AC for the spell's duration. A Make Whole spell reverses this spell's effect.
Source:  FOP p.28
Target Area:   5-ft.-square section of stone or a creature with the earth subtype
Caster Level:   6

Heightened Awareness

Save:
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Personal
Comp: V, M/DF (a coffee bean)
SR:
School: Divination
☐☐☐
Effect:  You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.
Source:  ACG p.183
Target Area:   you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/hideFromAnimals.html#_hide-from-animals">Hide from Animals</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: S, DF
SR: Yes
School: Abjuration
☐☐☐
Effect:  Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Source:  CR p.296
Target Area:   6 creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/hydraulicPush.html#_hydraulic-push-">Hydraulic Push</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
Source:  APG p.228
Target Area:   one creature or object
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/jump.html#_jump">Jump</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 [the maximum] at caster level 9th.
Source:  CR p.303
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/keenSenses.html#_keen-senses">Keen Senses</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, M/DF (a hawk's feather)
SR: Yes (harmless)
School: Transmutation, VoidElementalSchool
☐☐☐
Effect:  The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.
Source:  APG p.230
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/liberatingCommand.html#_liberating-command">Liberating Command</a>

DC: 14

Save: Will negates (harmless)
Time: 1 immediate action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level 20. This spell has no effect if the target could not get free by using the Escape Artist skill [for example, if he were under the effects of a hold person spell or paralyzed by Strength damage]. If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a +12 competence bonus on this check. This spell has no effect if the target could not get free by using the Escape Artist skill [for example, if he were under the effects of a hold person spell or paralyzed by Strength damage].
Source:  UC p.233
Target Area:   one creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/longstrider.html#_longstrider">Longstrider</a>

Save:
Time: 1 standard action
Duration: 6 hours [D]
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Source:  CR p.305
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/magicFang.html#_magic-fang">Magic Fang</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.
Source:  CR p.308
Target Area:   Living creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/magicStone.html#_magic-stone">Magic Stone</a>

DC: 14

Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 30 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets [range increment 50 feet]. The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage [including the spell's enhancement bonus], or 2d6+2 points against undead.
Source:  CR p.310
Target Area:   Up to three pebbles touched
Caster Level:   6

Monkey Fish

Save:
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
Source:  ACG p.188
Target Area:   you
Caster Level:   6

Nauseating Dart

DC: 14

Save: Fortitude partial (see text)
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: S, DF
SR: no
School: Conjuration
☐☐☐
Effect:  You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a dart from a blowgun. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing damage and poisons the target, causing it to become nauseated for 1 round unless it succeeds at a Fortitude save.
Source:  ACG p.189
Target Area:   one poisonous stinger
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/negateAroma.html#_negate-aroma">Negate Aroma</a>

DC: 14

Save: Fortitude negates
Time: 1 standard action
Duration: 6 hours [D]
Rng: Close (40 ft.)
Comp: V, S, M/DF (a pinch of alum)
SR: Yes
School: Transmutation
☐☐☐
Effect:  With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities [such as those possessed by troglodytes]. Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.
Source:  APG p.234
Target Area:   6 creatures or objects touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#_obscuring-mist">Obscuring Mist</a>

Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment [attacks have a 20% miss chance]. Creatures farther away have total concealment [50% miss chance, and the attacker cannot use sight to locate the target]. A moderate wind [11+ mph], such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind [21+ mph] disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/passWithoutTrace.html#_pass-without-trace">Pass without Trace</a>

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.
Source:  CR p.318
Target Area:   6 creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/produceFlame.html#_produce-flame">Produce Flame</a>

Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level [maximum +5]. Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack [with no range penalty] and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
Source:  CR p.326
Target Area:   Flame in your palm
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/rayOfSickening.html#_ray-of-sickening">Ray of Sickening</a>

DC: 14

Save: Fortitude partial; see text
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Ray makes the subject sickened.
Source:  UM p.234
Target Area:   Ray
Caster Level:   6

Read Weather

Save:
Time: 1 minute
Duration: Instantaneous
Rng: Personal
Comp: V, S, F
SR:
School: Divination
☐☐☐
Effect:  This spell allows you to precisely forecast the weather at your current location for the next 48 hours, providing you with advance warning of storms, blizzards, tornadoes, and other such meteorological phenomena. It applies only to the weather that would arise normally and naturally, and does not take into account any magical occurrences that might change the weather of an area.
Source:  FOB p.28
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/removeSickness.html#_remove-sickness">Remove Sickness</a>

DC: 14

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes; see text
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Suppress disease, nausea, and the sickened condition.
Source:  UM p.234
Target Area:   One creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/restoreCorpse.html#_restore-corpse">Restore Corpse</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Skeletal corpse grows flesh.
Source:  UM p.235
Target Area:   Corpse touched
Caster Level:   6

Shield Companion

DC: 14

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Close (40 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  
Source:  AnAr p.23
Target Area:   your animal companion, familiar, or fiendish servant
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/shillelagh.html#_shillelagh">Shillelagh</a>

DC: 14

Save: Will negates (object)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger [a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6], +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
Source:  CR p.342
Target Area:   One touched nonmagical oak club or quarterstaff
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/speakWithAnimals.html#_speak-with-animals">Speak with Animals</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Source:  CR p.346
Target Area:   You
Caster Level:   6

Starsight

Save:
Time: 1 standard action
Duration: 10 minutes/level
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that wou l d otherwise block your view. Your vision penetrates a n y light pollution from nonmagical sources, though this spell doesn't fu nction in daylight, indoors, or underground. You see through forest canopies and similar natural obstructions, but only for the purpose of stargazing. For the spel l's duration, you gain a +2 insight bonus on Knowledge [geography] checks relating to the stars and planets and Survival checks to avoid getting lost.
Source:  PotS p.29
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/stoneFist.html#_stone-fist">Stone Fist</a>

Save:
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S, M (a chip of granite)
SR:
School: Transmutation, EarthSchool
☐☐☐
Effect:  This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage [1d4 if you are Small]. In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8. Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.
Source:  APG p.247
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/summonMinorAlly.html#_summon-minor-ally">Summon Minor Ally</a>

Save: None
Time: 1 round
Duration: 6 rounds [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Summon 1d3 Tiny animals.
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-i">Summon Nature's Ally I</a>

Save: None
Time: 1 round
Duration: 6 rounds [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components [such as wish]. The spell conjures one of the creatures from the 1st Level list on Table 10-6. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. [Chart not included]
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   6

Thorn Javelin

DC: 14

Save: none
Time: 1 standard action
Duration: 6 minutes [D]
Rng: 0 Ft.
Comp: V, S
SR: no
School: Conjuration
☐☐☐
Effect:  A wooden thorn the size of a javelin [appropriate for your size] appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell's remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.
Source:  ACG p.196
Target Area:   javelin-like thorn
Caster Level:   6

Thunderstomp

DC: 14

Save: none
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: yes
School: Evocation
☐☐☐
Effect:  You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier [Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers]. This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.
Source:  ACG p.196
Target Area:   one creature
Caster Level:   6

Touch of Bloodletting

DC: 14

Save: Will negates
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  This spell causes any existing wounds that the target possesses to bleed profusely. If the creature's current total hit points are less than its maximum, this spell causes the creature to take 1 point of bleed damage each round and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit point damage negates the effects of this spell.
Source:  FOC p.29
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/touchOfTheSea.html#_touch-of-the-sea">Touch of the Sea</a>

DC: 14

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M (a fish scale)
SR: Yes (harmless)
School: Transmutation, WaterSchool
☐☐☐
Effect:  You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form [although magic items with a continuous effect continue to function]. This spell does not grant the target any ability to breathe water.
Source:  APG p.250
Target Area:   creature touched
Caster Level:   6

Wave Shield

Save:
Time: 1 immediate action
Duration: 1 round or until discharged
Rng: Personal
Comp: V
SR:
School: Abjuration
☐☐☐
Effect:  You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/- and fire resistance equal to half your caster level [minimum 1] on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.
Source:  ACG p.199
Target Area:   you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/weakenPowder.html#_weaken-powder">Weaken Powder</a>

DC: 14

Save: Will negates (object)
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V, S, M/DF (an empty paper cartridge)
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the firearm's range increment is halved and the firer takes a -2 penalty on damage rolls. If aware of this spell's effect prior to firing the altered ammunition [a DC 16 Spellcraft check to identify the spell being cast or similar effect], the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
Source:  UC p.249
Target Area:   1 loaded firearm
Caster Level:   6
LEVEL 2

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/acceleratePoison.html#_accelerate-poison">Accelerate Poison</a>

DC: 15

Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (a thorn)
SR: Yes
School: Transmutation, WaterSchool
☐☐☐
Effect:  You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two saving throws and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.
Source:  APG p.201
Target Area:   creature touched
Caster Level:   6

Aggressive Thundercloud

DC: 15

Save: Reflex negates
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M/DF (a piece of a tree struck by lightning)
SR: yes
School: Evocation
☐☐☐
Effect:  A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment [20% miss chance] to anything within it, and its flickering light illuminates the same area a candle would. The sphere moves as long as you actively direct it [as a move action for you]; otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell's range.
Source:  ACG p.172
Target Area:   5-ft.-diameter sphere
Caster Level:   6

Air Step

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S, M (a goose feather)
SR:
School: Transmutation
☐☐☐
Effect:  This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight [such as a pressure plate], and any creature trying to track you through areas you crossed with this spell takes a -10 penalty on its Perception or Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet [to a minimum of 5 feet] and you take a -4 penalty on Acrobatics, Climb, and Ride checks. If you have 1 rank in Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.
Source:  ACG p.173
Target Area:   you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/animalAspect.html#_animal-aspect">Animal Aspect</a>

Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Personal
Comp: V, S, M/DF (a part of the animal)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time. Frog - Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running start. Gorilla - Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver. Monkey - Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw Anything feat. Otter - Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make Constitution checks to keep holding your breath. Raccoon - Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks. Raptor - Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus of +20 feet to your base speed. Tree Lizard - Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
Source:  UC p.222
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/animalMessenger.html#_animal-messenger">Animal Messenger</a>

DC: 15

Save: None; see text
Time: 1 minute
Duration: 1 day/level
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message [if it's written in a language he doesn't know, for example].
Source:  CR p.241
Target Area:   One Tiny animal
Caster Level:   6

Animal Purpose Training

DC: 15

Save: none
Time: 1 minute
Duration: 6 hours
Rng: Close (40 ft.)
Comp: V, S, M (a swatch of black cloth)
SR: yes
School: Enchantment
☐☐☐
Effect:  You instill the target animal with a general purpose [see the Handle Animal skill], which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding. This purpose supersedes the animal's previous trained purpose and any tricks it knows. When the spell ends, the animal reverts to its previous trained purpose and known tricks.
Source:  ACG p.173
Target Area:   one indifferent or friendly animal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/animalTrance.html#_animal-trance">Animal Trance</a>

DC: 15

Save: Will negates
Time: 1 standard action
Duration: Concentration
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  Your swaying motions and music [or singing, or chanting] compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
Source:  CR p.241
Target Area:   Animals or magical beasts with Intelligence 1 or 2
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/antHaul.html#_ant-haul,-communal">Ant Haul (Communal)</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 12 hours
Rng: Touch
Comp: V, S, M/DF (a small pulley)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like ant haul [see page 202 of the Pathfinder RPG Advanced Player's Guide], except you may divide the duration in 2-hour intervals among the creatures touched.
Source:  UC p.223
Target Area:   creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/aspectOfTheBear.html#_aspect-of-the-bear">Aspect of the Bear</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.
Source:  APG p.203
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/barkskin.html#_barkskin">Barkskin</a>

Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Source:  CR p.246
Target Area:   Living creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#_bear-s-endurance">Bear's Endurance</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Source:  CR p.246
Target Area:   Creature touched
Caster Level:   6

Beastspeak

Save:
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: S, DF
SR:
School: Divination
☐☐☐
Effect:  When you're in the form of an animal [such as when you are using wild shape or are affected by a polymorph effect], you can speak normally, including when you cast spells with verbal components, and you sound like your normal self when you speak. You can cast this spell while in animal form, using animal-appropriate somatic components.
Source:  ACG p.175
Target Area:   you
Caster Level:   6

Brittle Portal

DC: 15

Save: Will negates (object)
Time: 1 standard action
Duration: 6 rounds
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell weakens the bonds of existence, and reduces the hardness of any nonmagical surface within its area of effect by 12. The spell is centered on a flat surface chosen by the caster, and the hardness reduction effect persists for the duration of the spell.
Source:  FOC p.29
Target Area:   5-ft.-radius spread
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#_bull-s-strength">Bull's Strength</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Source:  CR p.251
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/burningGaze.html#_burning-gaze">Burning Gaze</a>

Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 6 rounds
Rng: Personal
Comp: V, S, M/DF (eye of a mundane salamander)
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance. As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze. Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.
Source:  APG p.208
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/campfireWall.html#_campfire-wall-">Campfire Wall</a>

Save: None
Time: 1 standard action
Duration: 12 hours; see below [D]
Rng: Close (40 ft.)
Comp: V, S, M/DF (ash made from burnt thorns)
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch. The barrier bocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light. Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.
Source:  APG p.210
Target Area:   20-ft.-radius sphere centered on fire source
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/catSGrace.html#_cat-s-grace">Cat's Grace</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Source:  CR p.252
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/certainGrip.html#_certain-grip-">Certain Grip</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, S, M/DF (a tiny ball of tar)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject's grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.
Source:  UC p.225
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/chillMetal.html#_chill-metal">Chill Metal</a>

DC: 15

Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (40 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage [1 point or 2 points; see the table] if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second [and also the next-to-last] round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.

Round | Metal Temperature | Damage

1 | Cold | None

2 | Icy | 1d4 points

3-5 | Freezing | 2d4 points

6 | Icy | 1d4 points

7 | Cold | None

Any heat intense enough to damage the creature negates cold damage from the spell [and vice versa] on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended. Chill metal counters and dispels heat metal.


Source:  CR p.254
Target Area:   Metal equipment of 3 creatures, no two of which can be more than 30 ft. apart; or 150 lbs. of metal, none of which can be more than 30 ft. away from any of the rest
Caster Level:   6

Climbing Beanstalk

DC:

Save:
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V, S, DF
SR:
School: Conjuration
☐☐☐
Effect:  You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square [such as tree branches], but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object [such as a ship or a siege engine], breaking the object free requires a DC 23 Strength check or cutting through the beanstalk [hardness 2, 40 hp]. If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious [if unappetizing] beans. Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.
Source:  ACG p.177
Target Area:   5-ft. square of climbable beanstalks
Caster Level:   6

Companion Life Link

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 minutes [see below]
Rng: Touch
Comp: V, S, M/DF (a drop of eidolon ichor)
SR: yes (harmless)
School: Necromancy
☐☐☐
Effect:  You create a life link between yourself and the target. You sense whenever the target is wounded and are made immediately aware if the target is slain. If you are wounded or slain, the target is made aware. As a free action, you can call out to the target, causing it to return to you [if able and willing]; this ends the spell.
Source:  ACG p.177
Target Area:   one of your animal companions or your familiar
Caster Level:   6

Defoliate

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  You hurl a tiny ball of negative energy, destroying plant life in either a 60-ft. line or a 10-ft.-radius spread.
Source:  STLC p.28
Target Area:   See text
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/delayPoison.html#_delay-poison">Delay Poison</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
Source:  CR p.265
Target Area:   Creature touched
Caster Level:   6

Determine Depth

Save: None
Time: 1 standard action
Duration: Concentration
Rng: Touch
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can determine the exact thickness of a wall, ceiling or other solid barrier, up to 60 feet.
Source:  DH p.30
Target Area:   Solid surface touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/eagleEye.html#_eagle-eye">Eagle Eye</a>

Save: None
Time: 1 minute
Duration: 6 minutes [D]
Rng: Long (640 ft.)
Comp: V, S, DF
SR: No
School: Divination
☐☐☐
Effect:  Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell's range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees. You perceive with your normal visual senses. A caster using eagle eye can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.
Source:  APG p.217
Target Area:   magical sensor
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/elementalSpeech.html#_elemental-speech">Elemental Speech</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S, M (iron filings)
SR:
School: Divination, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another. When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed. When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed. When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype. When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.
Source:  APG p.218
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/endureElements.html#_endure-elements,-communal">Endure Elements (Communal)</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
Source:  UC p.228
Target Area:   creatures touched
Caster Level:   6

Euphoric Cloud

DC: 15

Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M (rare mushrooms worth 5 gp)
SR: no
School: Conjuration
☐☐☐
Effect:  You create a bank of fog similar to that created by fog cloud except its vapors are intoxicating. Living creatures in the cloud become fascinated. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on your turn.
Source:  ACG p.181
Target Area:   fog spreads in 20-ft. radius, 20 ft. high
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/feastOfAshes.html#_feast-of-ashes">Feast of Ashes</a>

DC: 15

Save: Fortitude negates
Time: 1 standard action
Duration: 12 days [D]
Rng: Close (40 ft.)
Comp: V, S, M (a pinch of ash)
SR: Yes
School: Transmutation
☐☐☐
Effect:  You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve [see page 444 of the Core Rulebook]. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed [such as poisons or potions]. Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.
Source:  APG p.220
Target Area:   one creature
Caster Level:   6

Fire Sneeze

Save: Reflex half
Time: 1 standard action
Duration: 4 round[s]
Rng: Personal
Comp: V, S, M (hot pepper soaked in oil)
SR: Yes
School: Evocation
☐☐☐
Effect:  This spell causes you to begin sneezing gouts of fire that can not only set creatures ablaze but also drop them flat on their backs. Once you cast this spell, you must sneeze each round as a standard action; you can take no other standard action as long as this spell is in effect, nor can you take full-round actions. Each time you sneeze, you produce a 10-foot-long cone of fire and wind. All creatures caught in this cone take 2d6 points of fire damage; a successful Reflex save halves this damage. Any creature that fails to resist this spell with a Reflex save must immediately make a DC 12 Fortitude save or be knocked prone by the blast of wind associated with the sneeze.
Source:  GOOG p.28
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/fireTrap.html#_fire-trap">Fire Trap</a>

DC: 15

Save: Reflex half; see text
Time: 10 minutes
Duration: Permanent until discharged [D]
Rng: Touch
Comp: V, S, M
SR: Yes
School: Abjuration, FireSchool
☐☐☐
Effect:  Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level [maximum +20]. The item protected by the trap is not harmed by this explosion. A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends. Magic traps such as fire trap are hard to detect and disable. A rogue [only] can use the Perception skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level [DC 27 for a druid's fire trap or DC 29 for the arcane version].
Source:  CR p.282
Target Area:   Object touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/flameBlade.html#_flame-blade">Flame Blade</a>

Save: None
Time: 1 standard action
Duration: 6 minutes [D]
Rng: 0 ft.
Comp: V, S, DF
SR: Yes
School: Evocation
☐☐☐
Effect:  A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels [maximum +10]. Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
Source:  CR p.283
Target Area:   Sword-like beam
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/flamingSphere.html#_flaming-sphere">Flaming Sphere</a>

DC: 15

Save: Reflex negates
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, FireSchool
☐☐☐
Effect:  A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it [a move action for you]; otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Source:  CR p.283
Target Area:   5-ft.-diameter sphere
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/fogCloud.html">Fog Cloud</a>

Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Medium (160 ft.)
Comp: V, S
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment [attacks have a 20% miss chance]. Creatures farther away have total concealment [50% miss chance, and the attacker can't use sight to locate the target]. A moderate wind [11+ mph] disperses the fog in 4 rounds; a strong wind [21+ mph] disperses the fog in 1 round. The spell does not function underwater.
Source:  CR p.284
Target Area:   Fog spreads in 20-ft. radius
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/forestFriend.html#_forest-friend-">Forest Friend</a>

Save: None
Time: 1 round
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S, M (a pinch of manure)
SR: No
School: Abjuration
☐☐☐
Effect:  While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb checks.
Source:  UC p.230
Target Area:   one willing living creature per three levels, no two of which may be more than 30 ft. apart.
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/frigidTouch.html#_frigid-touch">Frigid Touch</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Target takes 4d6 cold damage and is staggered.
Source:  UM p.221
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/frostFall.html#_frost-fall">Frost Fall</a>

DC: 15

Save: Fortitude partial
Time: 1 standard action
Duration: 3 rounds
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage [Fortitude saving throw for half ] but does not become staggered even on a failed saving throw.
Source:  UC p.230
Target Area:   5-foot radius burst
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/glide.html#_glide-">Glide</a>

Save:
Time: 1 standard action
Duration: until landing or 6 minutes [D]
Rng: Personal
Comp: V, S, M/DF (a leaf )
SR:
School: Transmutation, AirSchool
☐☐☐
Effect:  You take no damage from falls [as if from feather fall]. In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
Source:  APG p.225
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html#_groundswell">Groundswell</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet.
Source:  ARG p.19
Target Area:   One Creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#_gust-of-wind">Gust of Wind</a>

DC: 15

Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation, AirSchool
☐☐☐
Effect:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 ? 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4 ? 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind. Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust of wind effect. This spell can't move a creature beyond the limit of it's range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell.
Source:  CR p.293
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/heatMetal.html#_heat-metal">Heat Metal</a>

DC: 15

Save: Will negates (object)
Time: 1 standard action
Duration: 7 rounds
Rng: Close (40 ft.)
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  

Heat metal causes metal objects to become red-hot. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage [1 point or 2 points; see the table] if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second [and also the next-to-last] round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table below.

Round | Metal Temperature | Damage

1 | Warm | None

2 | Hot | 1d4 points

3-5 | Searing | 2d4 points

6 | Hot | 1d4 points

7 | Warm | None

Any cold intense enough to damage the creature negates fire damage from the spell [and vice versa] on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.


Source:  CR p.294
Target Area:   Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 150 lbs. of metal, all of which must be within a 30-ft. circle
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/holdAnimal.html#_hold-animal">Hold Animal</a>

DC: 15

Save: Will negates; see text
Time:
Duration: 6 rounds [D]; see text
Rng:
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell functions like hold person, except that it affects an animal instead of a humanoid.
Source:  CR p.296
Target Area:   One animal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/lockjaw.html#_lockjaw">Lockjaw</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S, M (sticky tree gum)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature's natural attacks [usually a claw or bite attack]. The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.
Source:  APG p.232
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/masterworkTransformation.html#_masterwork-transformation">Masterwork Transformation</a>

Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (see text)
SR: No
School: Transmutation, VoidElementalSchool
☐☐☐
Effect:  Make a normal item into a masterwork one.
Source:  UM p.228
Target Area:   One weapon, suit of armor, tool, or skill kit touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/naturalRhythm.html#_natural-rhythm-">Natural Rhythm</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S, M (a handful of pebbles dropped one by one onto the ground)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You enhance a creature's ability to harm an opponent based on the number of times it has already injured that opponent with a natural attack. Each time the creature successfully strikes an opponent with a natural attack, the subject gains a cumulative +1 bonus on damage rolls made against that opponent when making natural attacks [maximum +5 bonus]. If an attack misses, the bonus to damage for all attacks resets to +0.
Source:  APG p.233
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/owlSWisdom.html#_owl-s-wisdom">Owl's Wisdom</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers [and other Wisdom-based spellcasters] who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase
Source:  CR p.318
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/perniciousPoison.html#_pernicious-poison">Pernicious Poison</a>

Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target takes a -4 penalty against poison.
Source:  UM p.231
Target Area:   Creature touched
Caster Level:   6

Planetarium

Save: None
Time: 1 standard action
Duration: Concentration + 3 rounds
Rng: Close (40 ft.)
Comp: V, S
SR: Will disbelief (harmless)
School: Illusion
☐☐☐
Effect:  You project an image of the night sky based on your current location and the local time, allowing you to observe the heavens and all of its celestial bodies and features even d uring the daytime, indoors, or underground. Anyone within the planetarium's sphere can see the projection, though outside of the sphere the image becomes grainy and indistinct.
Source:  PotS p.28
Target Area:   15-ft.-radius spherical projection of night sky
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/poxPustules.html#_pox-pustules">Pox Pustules</a>

DC: 15

Save: Fortitude negates
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S, M (leaves from a toxic plant)
SR: Yes
School: Necromancy
☐☐☐
Effect:  You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 penalty to Dexterity [this penalty cannot lower Dexterity below 0]. The target can spend a move action scratching furiously at the rash to remove the sickened condition [but not the Dexterity penalty] until the start of its next turn.
Source:  APG p.236
Target Area:   one creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/reduceAnimal.html#_reduce-animal">Reduce Animal</a>

Save: None
Time: 1 standard action
Duration: 6 hours [D]
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size [see Equipment how to adjust damage for size].
Source:  CR p.330
Target Area:   One willing animal of Small, Medium, Large, or Huge size
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/resistEnergy.html#_resist-energy">Resist Energy</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage [whether from a natural or magical source], that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps [and does not stack with] protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/restoration.html#_restoration-lesser">Restoration (Lesser)</a>

DC: 15

Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   6

Scamper

Save: None
Time: 1 swift action
Duration: 1 round
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Improve Acrobatics and speed of your animal companion.
Source:  AnAr p.23
Target Area:   your animal companion
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/scentTrail.html#_scent-trail-">Scent Trail</a>

DC: 15

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Close (40 ft.)
Comp: V, S, M (a queen ant)
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of casting can detect. These creatures find it very easy to follow this trail. They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail. Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail. In addition, you can leave scent messages along the trail. Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times.
Source:  APG p.241
Target Area:   6 creatures, no two of which can be more than 30 ft. apart
Caster Level:   6

Sea Steed

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Your mount adapt to life in the water.
Source:  AnAr p.23
Target Area:   your mount
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/shareLanguage.html#_share-language-">Share Language</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, M (a page from a dictionary)
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language [whether written or spoken]. However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork. Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.
Source:  APG p.243
Target Area:   creature touched
Caster Level:   6

Sickening Entanglement

DC: 15

Save: Reflex partial and Fortitude negates (see text), Reflex partial; see text
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Long (640 ft.)
Comp: V, S, DF
SR: no
School: Transmutation
☐☐☐
Effect:  This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area or ends its turn there must succeed at a Fortitude save or be sickened as long as it remains in the area and for 1d4 rounds afterward. This is a poison effect.
Source:  ACG p.192
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/slipstream.html#_slipstream">Slipstream</a>

DC: 15

Save: Reflex negates (harmless)
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, S, M/DF (a few drops of oil and water)
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target's swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.
Source:  APG p.244
Target Area:   creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/softenEarthAndStone.html#_soften-earth-and-stone">Soften Earth and Stone</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls [treat as a cave-in with no bury zone, see Environment]. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
Source:  CR p.345
Target Area:   6 10-ft. squares; see text
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/spiderClimb.html#_spider-climb">Spider Climb</a>

DC: 15

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface [even upside down]. A spider climbing creature retains its Dexterity bonus to Armor Class [if any] while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Source:  CR p.347
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/stoneCall.html#_stone-call">Stone Call</a>

Save: None
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, DF
SR: No
School: Conjuration, EarthSchool
☐☐☐
Effect:  A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects [other than the damage dealt].
Source:  APG p.247
Target Area:   cylinder 40
Caster Level:   6

Stone Discus

DC: 15

Save: none
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, M (a pinch of earth or metal)
SR: no
School: Conjuration
☐☐☐
Effect:  You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th and 11th caster levels. For each discus you create, you decide whether its edge is blunt [and deals bludgeoning damage] or sharp [and deals slashing damage]. Each discus requires a ranged attack to hit and deals 4d6 points of damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of each other and launched simultaneously. At caster level 5th, the discuses count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.
Source:  ACG p.194
Target Area:   one or more stone discuses
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-ii">Summon Nature's Ally II</a>

Save: None
Time: 1 round
Duration: 6 rounds [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/summonSwarm.html#_summon-swarm">Summon Swarm</a>

Save: None
Time: 1 round
Duration: Concentration + 2 rounds
Rng: Close (40 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  You summon a swarm of bats, rats, or spiders [your choice], which attacks all other creatures within its area. [You may summon the swarm so that it shares the area of other creatures.] If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Source:  CR p.354
Target Area:   One swarm of bats, rats, or spiders
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/tarBall.html#_tar-ball">Tar Ball</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, M
SR: No
School: Transmutation
☐☐☐
Effect:  Burning tar harms target and penalizes its Dex.
Source:  UM p.243
Target Area:   Ranged attack
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/treeShape.html#_tree-shape">Tree Shape</a>

Save:
Time: 1 standard action
Duration: 6 hours [D]
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action [instead of as a standard action].
Source:  CR p.362
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/unshakableChill.html#_unshakable-chill">Unshakable Chill</a>

DC: 15

Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 60 minutes; see text
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target is afflicted with severe cold.
Source:  UM p.246
Target Area:   One creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/warpWood.html#_warp-wood">Warp Wood</a>

DC: 15

Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open [or becomes stuck, requiring a Strength check to open, at your option]. A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. Alternatively, you can unwarp wood [effectively warping it back to normal] with this spell. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp [or unwarp] an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.
Source:  CR p.368
Target Area:   6 Small wooden objects, all within a 20-ft. radius
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/wartrainMount.html#_wartrain-mount">Wartrain Mount</a>

Save: None
Time: 1 minute
Duration: 6 hours
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
☐☐☐
Effect:  Animal gains combat training.
Source:  UM p.248
Target Area:   One indifferent or friendly animal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/webShelter.html#_web-shelter">Web Shelter</a>

Save: None
Time: 1 minute
Duration: 6 hours [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Create a comfortable shelter made of webbing.
Source:  UM p.249
Target Area:   5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere
Caster Level:   6

Whip of Spiders

DC: 15

Save: none
Time: 1 standard action
Duration: 6 rounds [D [see text]]
Rng: 0 Ft.
Comp: V, S, M/DF (a square of red cloth)
SR: yes
School: Conjuration
☐☐☐
Effect:  You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm [1d6 points of damage plus poison and distraction, Bestiary 258]. The swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and [unlike a swarm] is subject to a miss chance for concealment and cover. The whip is immune to all weapon damage, is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets a specific number of creatures [including single-target spells such as disintegrate]. The whip takes half again as much damage from spells or effects that affect an area, but since it is considered part of your gear, it takes damage only if you fail a saving throw on a 1 or if it is specifically targeted by an opponent. The whip does not have a swarm's susceptibility to high winds. As a standard action, you can transform the whip into a spider swarm [all squares of the swarm must be within 15 feet of you]; thereafter it functions as summon swarm. The spider swarm has 3 hit points and persists in that form for 2 rounds or until the end of this spell's duration, whichever comes first.
Source:  ACG p.199
Target Area:   whiplike swarm
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/wildernessSoldiers.html#_wilderness-soldiers">Wilderness Soldiers</a>

Save: None
Time: 1 standard action
Duration: 6 rounds
Rng: 30ft.
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within the area. You can spend a swift action and/or a standard action on each of your turns to direct one of the following attacks. The attack bonus or CMB for these attacks equals your base attack bonus + your Wisdom modifier. You grant a +1 bonus per three caster levels 5 on damage rolls due to this spell. Your wilderness soldiers never provoke attacks of opportunity, and they do not count as allies for flanking or other purposes. Tree - A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals an amount of damage equal to 1d8 points + your Wisdom modifier. The tree can instead attempt a bull rush, drag, or reposition combat maneuver with the same reach, but the tree cannot move itself. Undergrowth or Hedgerow - Acting as a Medium creature, one square of undergrowth or hedgerow attempts a grapple combat maneuver against an opponent within or adjacent to that square. Heavy undergrowth gains a +2 bonus to its CMD. Undergrowth cannot move the grapple or pin a foe, but it can deal an amount of damage equal to 1d4 points + your Wisdom modifier by making a successful grapple check against a foe it is grappling. The undergrowth's CMD is 5 + its CMB. If you fail to direct the undergrowth to maintain the grapple, it releases its opponent.
Source:  UC p.249
Target Area:   30-ft.-radius emanation, centered on you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/woodShape.html#_wood-shape">Wood Shape</a>

DC: 15

Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.
Source:  CR p.370
Target Area:   One touched piece of wood no larger than 16 cu. ft.
Caster Level:   6
LEVEL 3

Air Geyser

DC: 16

Save: Reflex partial (see text)
Time: 1 standard action
Duration: instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: yes
School: Evocation
☐☐☐
Effect:  You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 x your caster level. If a solid object [such as a ceiling] is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down [unless it was flying], taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
Source:  ACG p.172
Target Area:   one creature or object up to Large size
Caster Level:   6

Anchored Step

Save:
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Personal
Comp: V, S, M (a bit of oak root)
SR:
School: Transmutation
☐☐☐
Effect:  Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position [such as being swallowed whole] or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet [to a minimum of 5 feet]. This spell has no effect if you are moving without touching the ground [climbing, flying, swimming, and so on].
Source:  ACG p.173
Target Area:   you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/animalAspect.html#_animal-aspect,-greater">Animal Aspect (Greater)</a>

DC:

Save:
Time:
Duration:
Rng:
Comp:
SR:
School: Transmutation
☐☐☐
Effect:  This spell functions like animal aspect, except you can either gain two aspects at once or one aspect that adds effects to the aspects that animal aspect grants, as described below. Frog - You gain a Swim speed equal to half your normal speed, and all the benefits of having a swim speed. Gorilla - You gain a +2 competence bonus on Perception checks, and a +1 competence bonus on Fortitude saves. Monkey - You gain a +4 competence bonus on Acrobatics checks. Otter - Your swim speed increases to your full normal speed, and you need not make concentration checks to cast spells underwater. Raccoon - Your competence bonuses on Disable Device, Sleight of Hand, and Stealth checks increase to +4. Raptor - Your enhancement bonus to speed increases to +30 feet, and you gain the benefit of the Run feat. Tree Lizard - You gain a +4 competence bonus on Stealth checks.
Source:  UC p.223
Target Area:  
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/anthropomorphicAnimal.html#_anthropomorphic-animal">Anthropomorphic Animal</a>

DC: 16

Save: Fortitude negates
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
☐☐☐
Effect:  Animal becomes bipedal.
Source:  UM p.206
Target Area:   Animal touched
Caster Level:   6

Ape Walk

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  The subject can climb like a monkey.
Source:  STLC p.28
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/aqueousOrb.html#_aqueous-orb">Aqueous Orb</a>

DC: 16

Save: Reflex negates
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M (a drop of water and a glass bead)
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less. Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it. The sphere moves as long as you actively direct it [a move action for you]; otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.
Source:  APG p.202
Target Area:   10-ft.-diameter sphere
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/ashStorm.html#_ash-storm">Ash Storm</a>

Save: None
Time: 1 standard action
Duration: 6 rounds
Rng: Long (640 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  Hamper vision and movement.
Source:  UM p.207
Target Area:   Cylinder 40
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/badgerSFerocity.html#_badger's-ferocity">Badger's Ferocity</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: Concentration
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Weapons are keen while you concentrate.
Source:  UM p.207
Target Area:   2 weapons
Caster Level:   6

Bite the Hand

DC: 16

Save: Will negates
Time: 1 standard action
Duration: 6 rounds [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability. If the being who summoned it is not present, the creature acts normally according to its last task or instructions. This spell has no effect on called creatures, summoned creatures not brought forth by spells or spell-like abilities [such as a summoner's eidolon], or bonded creatures not explicitly summoned, such as a paladin's mount or wizard's familiar.
Source:  PFSFG p.56
Target Area:   One creature summoned by a spell or spell-like ability
Caster Level:   6

Bleed for Your Master

Save: None
Time: 1 immediate action
Duration: instantaneous
Rng: Touch
Comp: V, S
SR: No
School: Enchantment
☐☐☐
Effect:  Compel your animal companion, familiar or fiendish servant to intercept a blow.
Source:  AnAr p.22
Target Area:   your animal companion, familiar, or fiendish servant
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/burrow.html#_burrow">Burrow</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Target gains a burrow speed of 15.
Source:  UM p.210
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/burstOfNettles.html#_burst-of-nettles">Burst of Nettles</a>

DC: 16

Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Conjuration
☐☐☐
Effect:  Burst deals 3d6 damage and 1d6 acid.
Source:  UM p.210
Target Area:   10-ft.-radius burst
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/callLightning.html#_call-lightning">Call Lightning</a>

DC: 16

Save: Reflex half
Time: 1 round
Duration: 6 minutes
Rng: Medium (160 ft.)
Comp: V, S
SR: Yes
School: Evocation
☐☐☐
Effect:  Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-footlong, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a spell's range [measured from your position at the time]. Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action [concentrating on the spell] to call a bolt. You may call a total number of bolts equal to your caster level [maximum 10 bolts]. If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado [including a whirlwind formed by a djinni or an air elemental of at least Large size]-each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater.
Source:  CR p.251
Target Area:   One or more 30-ft.-long vertical lines of lightning
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/cloakOfWinds.html#_cloak-of-winds">Cloak of Winds</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S
SR: Yes (harmless)
School: Abjuration, AirSchool
☐☐☐
Effect:  You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength [whether natural or magically created], and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.
Source:  APG p.211
Target Area:   one living creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/commandPlants.html#_command-plants">Command Plants</a>

DC: 16

Save: Will negates
Time: 1 standard action
Duration: 6 days
Rng: Close (40 ft.)
Comp: V
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way [treat their attitude as friendly]. They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. [Retries are not allowed.] A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Source:  CR p.257
Target Area:   Up to 12 HD of plant creatures, no two of which can be more than 30 ft. apart
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/companionMindLink.html#_companion-mind-link">Companion Mind Link</a>

DC:

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S
SR:
School: Enchantment
☐☐☐
Effect:  The link between you and your animal companion becomes stronger. As long as you are within line of sight of your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as long as you are within line of sight of the animal companion, you can push your animal companion a swift action instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal companion. Such checks automatically succeed.
Source:  UC p.226
Target Area:   Your animal companion
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/createTreasureMap.html#_create-treasure-map-">Create Treasure Map</a>

Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (powdered metal and rare inks worth 100 gp)
SR: No
School: Divination
☐☐☐
Effect:  You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess. Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature's death. You must choose the scale of the map when creating it, opting between nearby [e.g., one or two dungeon levels], local [e.g., a valley or community], or broad [e.g., a country or larger]. The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.
Source:  APG p.214
Target Area:   one dead creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/cupOfDust.html#_cup-of-dust">Cup of Dust</a>

DC: 16

Save: Fortitude negates
Time: 1 standard action
Duration: 6 days [D]
Rng: Close (40 ft.)
Comp: V, S, M (a pinch of dust)
SR: Yes
School: Transmutation
☐☐☐
Effect:  You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate [see page 444 of the Core Rulebook for starvation and thirst]. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed [such as poisons or potions]. Cup of dust can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of dehydration must be healed by normal means.
Source:  APG p.214
Target Area:   one creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/cureModerateWounds.html#_cure-moderate-wounds">Cure Moderate Wounds</a>

DC: 16

Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
☐☐☐
Effect:  This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level [maximum +10].
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/daylight.html#_daylight">Daylight</a>

Save: None
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step [darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light]. Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed. Daylight brought into an area of magical darkness [or vice versa] is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Source:  CR p.264
Target Area:   Object touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/delayPoison.html#_delay-poison,-communal">Delay Poison (Communal)</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  This spell functions like delay poison, except you divide the duration in 1-hour intervals among the creatures touched.
Source:  UC p.227
Target Area:   creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/diminishPlants.html#_diminish-plants">Diminish Plants</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell has two versions. Prune Growth: This version of the spell causes normal vegetation within long range [400 feet + 40 feet per level] to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quartercircle. You may also designate portions of the area that are not affected. Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal. This spell has no effect on plant creatures.
Source:  CR p.270
Target Area:   Or Area see text
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/dominateAnimal.html#_dominate-animal">Dominate Animal</a>

DC: 16

Save: Will negates
Time: 1 round
Duration: 6 rounds
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Enchantment
☐☐☐
Effect:  This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands [including an order to attack a creature two or more size categories larger than the dominated animal] are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
Source:  CR p.273
Target Area:   One animal
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/featherStep.html#_feather-step,-mass">Feather Step, Mass</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Close (40 ft.)
Comp: V, S
SR: Yes
School: Transmutation
☐☐☐
Effect:  Necrotic energy permeates the target, blocking healing abilities. The subject gains spell resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore spell resistance [such as fast healing, regeneration, and some spells] are halved. If the target succeeds on a Fortitude saving throw, fester lasts only a single round.
Source:  APG p.221
Target Area:   6 creatures, no two of which can be more than 30 ft. apart
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/fungalInfestation.html#_fungal-infestation">Fungal Infestation</a>

DC: 16

Save: Fortitude negates
Time: 1 standard action
Duration: 1d3 days
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
☐☐☐
Effect:  Target takes bleed from attacks.
Source:  UM p.221
Target Area:   Creature touched
Caster Level:   6

Heatstroke

DC: 16

Save: Fortitude partial, see text
Time: 1 standard action
Duration: 6 minutes
Rng: Close (40 ft.)
Comp: V, S, M
SR: Yes
School: Evocation
☐☐☐
Effect:  Ray inflicts 1d4 points of nonlethal damage; target suffers from heatstroke and is exhausted.
Source:  STLC p.28
Target Area:   Ray
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/hideCampsite.html#_hide-campsite">Hide Campsite</a>

DC: 16

Save: Will disbelief (if interacted with)
Time: 10 minutes
Duration: 12 hours [D]
Rng: Close (40 ft.)
Comp: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
SR: No
School: Illusion
☐☐☐
Effect:  You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.
Source:  APG p.227
Target Area:   one 20-ft. cube
Caster Level:   6

Hunter's Friend

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Share some class abilities with your animal companion.
Source:  AnAr p.22
Target Area:   your animal companion
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/hydraulicTorrent.html#_hydraulic-torrent-">Hydraulic Torrent</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
☐☐☐
Effect:  You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and moveable objects this stream acts as a bull rush. You can bull rush creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Against immovable objects this stream instead allows you to make a Strength check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends on the object you're trying to break-page 175 of the Pathfinder RPG Core Rulebook lists several sample Break DCs for various objects. Hydraulic torrent extinguishes any normal fires it encounters along its path. Magical fires are unaffected.
Source:  APG p.229
Target Area:   60-ft. line
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/lilyPadStride.html#_lily-pad-stride">Lily Pad Stride</a>

Save: None
Time: 1 standard action
Duration: 60 minutes [D]; see text
Rng: Long (640 ft.)
Comp: V, S, M (a frog's leg)
SR: No
School: Transmutation
☐☐☐
Effect:  Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling [though if knocked prone, dragged under, or otherwise pulled off your feet you still sink in the liquid]. For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 Acrobatics check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed. If a creature fails an Acrobatics check, or if a creature that's larger than you attempts to follow, it falls through, damaging the plants. Each time a creature falls through, all subsequent creatures take a cumulative -5 penalty on their Acrobatics checks when traveling across that particular stretch of plants. As you move, the lily pads disappear behind you once you pass beyond the spell's range. Otherwise, they remain until the spell's duration expires.
Source:  APG p.232
Target Area:   trail of lily pads behind you
Caster Level:   6

Longstrider (Greater)

Save:
Time: 1 standard action
Duration: 6 hours [D]
Rng: Personal
Comp: V, S, M (a pinch of dirt)
SR:
School: Transmutation
☐☐☐
Effect:  This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement [burrow, climb, fly, swim, and so on]. It does not affect movement modes you do not actually have-for example, if you do not have a swim speed, this spell does not grant you a swim speed.
Source:  ACG p.186
Target Area:   you
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/madMonkeys.html#_mad-monkeys">Mad Monkeys</a>

Save: None
Time: 1 round
Duration: 6 rounds
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  Summon a swarm of mischievous monkeys.
Source:  UM p.227
Target Area:   Swarm of monkeys
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/magicFang.html#_magic-fang-greater">Magic Fang (Greater)</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Close (40 ft.)
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels [maximum +5]. This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus [regardless of your caster level]. Greater magic fang can be made permanent with a permanency spell.
Source:  CR p.309
Target Area:   One living creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/meldIntoStone.html#_meld-into-stone">Meld into Stone</a>

Save:
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, DF
SR:
School: Transmutation
☐☐☐
Effect:  Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction [to the extent that you no longer fit within it] expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.
Source:  CR p.312
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/natureSExile.html#_nature's-exile">Nature's Exile</a>

DC: 16

Save: Will negates
Time: 1 standard action
Duration: permanent
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble. Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.
Source:  APG p.233
Target Area:   creature touched
Caster Level:   6

Nauseating Trail

DC: 16

Save: none and Fortitude negates (see text)
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M (a rotten egg or cabbage leaves)
SR: no
School: Conjuration
☐☐☐
Effect:  The target exudes stinking vapors that fill its space. The vapors do not obscure sight, but it nauseates creatures as stinking cloud. The target is immune to these vapors. These vapors persist as the creature moves, filling every square it passes through until it has filled a number of squares equal to 4 times your caster level-if you move through more squares than that, the squares over that amount at not filled with the vapors. Each creature that enters or ends its turn in the area filled with these vapors must succeed at a Fortitude save or become nauseated as long as it remains in the square and for 1d4+1 rounds after it leaves.
Source:  ACG p.189
Target Area:   one willing creature
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/neutralizePoison.html#_neutralize-poison">Neutralize Poison</a>

DC: 16

Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous or 60 minutes; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
☐☐☐
Effect:  You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check [1d20 + caster level] against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.
Source:  CR p.316
Target Area:   Creature or object of up to 6 cu. ft. touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/plantGrowth.html#_plant-growth">Plant Growth</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: See text
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation [grasses, briars, bushes, creepers, thistles, trees, vines, and so on] within long range [400 feet + 40 feet per caster level] to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of a half-mile, raising their potential productivity over the course of the next year to one-third above normal. Plant growth counters diminish plants. This spell has no effect on plant creatures.
Source:  CR p.322
Target Area:   Or Area see text
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/poison.html#_poison">Poison</a>

DC: 16

Save: Fortitude negates; see text
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Necromancy
☐☐☐
Effect:  Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.
Source:  CR p.323
Target Area:   Living creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/protectionFromEnergy.html#_protection-from-energy">Protection from Energy</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes or until discharged
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
☐☐☐
Effect:  Protection from energy grants temporary immunity to the type of energy you specify when you cast it [acid, cold, electricity, fire, or sonic]. When the spell absorbs 12 points per caster level of energy damage [to a maximum of 120 points at 10th level], it is discharged. Protection from energy overlaps [and does not stack with] resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/pupShape.html#_pup-shape">Pup Shape</a>

DC: 16

Save: Fortitude negates (and Will special, see text)
Time: 1 standard action
Duration: 6 rounds
Rng: Close (40 ft.)
Comp: V, S, M (a rag doll)
SR: Yes
School: Transmutation
☐☐☐
Effect:  You transform the subject animal into a Small magical beast, creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD [maximum hit points], and the target takes a -4 penalty to Strength, Constitution, Intelligence and Wisdom [minimum 1]. The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus. Any nonevil creature that attempts to attack a creature in this form must succeed at a Will saving throw [using the DC of the spell] to overcome feelings of guilt and protectiveness toward the young and innocent-seeming creature. On a failed saving throw, it cannot follow through with the attack, that part of the action is lost, and it can't directly attack the transformed creature for the duration of the spell or until the spell's target attacks it. This part of the spell is a mind-affecting effect. Evil creatures have no qualms about attacking the target of this spell, in fact, some particularly heinous creatures might go out of their ways to do the target harm.
Source:  UC p.240
Target Area:   one animal or magical beast.|PRERULE:1,DisplayFullSpell
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/quench.html#_quench">Quench</a>

DC: 16

Save: None or Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (160 ft.)
Comp: V, S, DF
SR: No or yes (object)
School: Transmutation
☐☐☐
Effect:  Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check [1d20 +1 per caster level, maximum +15] against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level [maximum 10d6, no save allowed]. Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
Source:  CR p.329
Target Area:   6 20-ft. cubes [S] or one fire-based magic item
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/rainOfFrogs.html#_rain-of-frogs">Rain of Frogs</a>

Save: None
Time: 1 round
Duration: Concentration + 2 rounds
Rng: Close (40 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration
☐☐☐
Effect:  Summon a swarm of poisonous frogs.
Source:  UM p.233
Target Area:   One swarm of poisonous frogs
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/removeDisease.html#_remove-disease">Remove Disease</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check [1d20 + caster level] against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Source:  CR p.332
Target Area:   Creature touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/resinousSkin.html#_resinous-skin">Resinous Skin</a>

Save: see text
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you. You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +2 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a -2 penalty on attempts to break the grapple and to escape the grapple using Escape Artist. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a weapon can be pulled free of you only with a successful Strength check [DC = your saving throw DC for this spell]. This spell has no effect on unarmed strikes or natural weapons.
Source:  UC p.242
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/resistEnergy.html#_resist-energy,-communal">Resist Energy (Communal)</a>

DC: 16

Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched.
Source:  UC p.242
Target Area:   creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/shareLanguage.html#_share-language,-communal">Share Language (Communal)</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, M (a page from a dictionary)
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  This spell functions like share language [Advanced Player's Guide 243], except you divide the duration in 1-hour increments among the creatures touched.
Source:  UC p.243
Target Area:   creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/advanced/spells/shiftingSand.html#_shifting-sand">Shifting Sand</a>

DC: 16

Save: Reflex negates; see text
Time: 1 standard action
Duration: 6 rounds [D]
Rng: Medium (160 ft.)
Comp: V, S, M (a handful of sand)
SR: No
School: Transmutation, EarthSchool
☐☐☐
Effect:  You cause an earthen or sandy surface to shift and churn within the area. The shifting sand obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a penalty equal to your caster level 10. Creatures entering or beginning their turn in the shifting sand must make a Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must make a second Reflex save or fall prone. Creatures with the stability racial trait [like dwarves] may apply it as a bonus on their saving throws. As a move action, you may move the area of shifting sand up to 10 feet in any direction. Creatures that are entangled or prone in the spell's area are carried along with the shifting sand in the same direction if possible. This movement does not provoke attacks of opportunity. Unattended Medium or smaller objects may also be carried along or shallowly buried by the shifting sand.
Source:  APG p.243
Target Area:   20-ft. spread
Caster Level:   6

Silverlight

DC: 16

Save: Fortitude partial
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M
SR: No
School: Evocation
☐☐☐
Effect:  Object sheds bright silvery light harmful to creatures susceptible to alchemical silver
Source:  GTTRK p.25
Target Area:   Object touched
Caster Level:   6

Sky Swim

Save: None
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell grants the target the ability to swim through the air. Creatures with a swim speed can move through the air at that speed. Those without a swim speed must make Swim checks to move as normal. Still air is treated as calm water, light or moderate wind is treated as rough water, strong or severe wind is treated as stormy water, and stronger winds cannot be swum through [see Core Rulebook page 439]. This spell does not grant the ability to breathe air to creatures that normally can't.
Source:  FOB p.28
Target Area:   Creature touched [Large or smaller]
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/sleetStorm.html#_sleet-storm">Sleet Storm</a>

Save: None
Time: 1 standard action
Duration: 6 rounds
Rng: Long (640 ft.)
Comp: V, S, M/DF
SR: No
School: Conjuration, WaterSchool
☐☐☐
Effect:  Driving sleet blocks all sight [even darkvision] within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls [see the Acrobatics skill for details]. The sleet extinguishes torches and small fires.
Source:  CR p.344
Target Area:   Cylinder 40
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/snare.html#_snare">Snare</a>

Save: None
Time: 3 rounds
Duration: Until triggered or broken
Rng: Touch
Comp: V, S, DF
SR: No
School: Transmutation
☐☐☐
Effect:  This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings [DC 23 Perception check for a character with the trapfinding ability to locate]. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
Source:  CR p.344
Target Area:   Touched nonmagical circle of vine, rope, or thong with a 14ft. diameter
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/speakWithPlants.html#_speak-with-plants">Speak with Plants</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S
SR:
School: Divination
☐☐☐
Effect:  You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant's sense of its surroundings is limited, so it won't be able to give [or recognize] detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.
Source:  CR p.346
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/spiderClimb.html#_spider-climb,-communal">Spider Climb (Communal)</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  This spell functions like spider climb, except you divide the duration in 10-minute intervals among the creatures touched.
Source:  UC p.245
Target Area:   creatures touched
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/spikeGrowth.html#_spike-growth">Spike Growth</a>

DC: 16

Save: Reflex partial
Time: 1 standard action
Duration: 6 hours [D]
Rng: Medium (160 ft.)
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell [which also restores lost hit points]. Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC. Magic traps are hard to detect. A rogue [only] can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth [or DC 27 for spike growth cast by a ranger]. Spike growth can't be disabled with the Disable Device skill.
Source:  CR p.347
Target Area:   6 20-ft. squares
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/spitVenom.html#_spit-venom">Spit Venom</a>

DC: 16

Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Close (40 ft.)
Comp: V
SR: No
School: Transmutation
☐☐☐
Effect:  Spit blinding black adder venom.
Source:  UM p.240
Target Area:   One stream of venom
Caster Level:   6

Stench of Prey

DC: 16

Save: Fortitude negates (see text)
Time: 1 standard action
Duration: 6 minutes
Rng: Medium (160 ft.)
Comp: V, S, DF
SR: yes
School: Transmutation
☐☐☐
Effect:  The target exudes a strong odor that most predators recognize as the scent of helpless prey. The closest 1d4+1 predatory creatures within 30 feet must succeed at a Will save or start attacking the target [animals with the scent ability are affected if within 60 feet]. If the predator is an animal, it can be called away from the target by a handler using the "down" trick [Core Rulebook 97] or any effect that suspends or dispels emotion or rage effects. This spell has no effect on constructs, undead, or creatures with the unnatural aura ability or effects that repel animals.
Source:  ACG p.194
Target Area:   one creature [see text]
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/stoneShape.html#_stone-shape">Stone Shape</a>

Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF
SR: No
School: Transmutation, EarthSchool
☐☐☐
Effect:  You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Source:  CR p.349
Target Area:   Stone or stone object touched, up to 16 cu. ft.
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#_summon-nature-s-ally-iii">Summon Nature's Ally III</a>

Save: None
Time: 1 round
Duration: 6 rounds [D]
Rng: Close (40 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
☐☐☐
Effect:  This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
Source:  CR p.354
Target Area:   One summoned creature
Caster Level:   6

Thorny Entanglement

DC: 16

Save: Reflex partial (see text)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Long (640 ft.)
Comp: V, S, DF
SR: no
School: Transmutation
☐☐☐
Effect:  This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet. Any creature that moves within 15 feet of the spell's area is attacked once on its turn by the animated plants. The plants use your caster level as their base attack bonus and add your spellcasting ability score modifier [Intelligence for witches; Wisdom for druids, rangers, and shamans] to the attack roll. A volley of thorns counts as a thrown weapon and deals 2d6 points of piercing damage on a successful hit. A creature that enters the spell's area or ends its turn there automatically takes 2d6 points of piercing damage.
Source:  ACG p.196
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   6

Thunderstomp (Greater)

DC: 16

Save: none
Time: 1 standard action
Duration: instantaneous
Rng: 60 Ft.
Comp: V, S
SR: yes
School: Evocation
☐☐☐
Effect:  This spell functions as thunderstomp, except as noted. It allows you target multiple creatures with this spell, including creatures more than one size category larger than you. When you attempt the combat maneuver check, apply its result to each creature within the area, regardless of size.
Source:  ACG p.196
Target Area:   60-ft. line
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/verminShape.html#_vermin-shape-i-">Vermin Shape I</a>

Save:
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S, M
SR:
School: Transmutation
☐☐☐
Effect:  Take the form and some of the powers of a Small or Medium vermin.
Source:  UM p.246
Target Area:   You
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/waterBreathing.html#_water-breathing">Water Breathing</a>

DC: 16

Save: Will negates (harmless)
Time: 1 standard action
Duration: 12 hours; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation, WaterSchool
☐☐☐
Effect:  The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Source:  CR p.368
Target Area:   Living creatures touched
Caster Level:   6

Waters of Lamashtu

DC: 16

Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S, M
SR: No
School: Conjuration
☐☐☐
Effect:  Generate one dose of apparent clear, pure water that is foul secretion that functions as unholy water. In addition, affected creatures are sickened for 1d4 rounds and [on failed save] take 1d6 Intelligence and 1d6 Dexterity damage.
Source:  ISWG p.297
Target Area:   Up to 3 drafts of the waters of Lamashtu
Caster Level:   6

<a href="http://paizo.com/pathfinderRPG/prd/spells/windWall.html#_wind-wall">Wind Wall</a>

DC: 16

Save: None; see text
Time: 1 standard action
Duration: 6 rounds
Rng: Medium (160 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, AirSchool
☐☐☐
Effect:  An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. [A Reflex save allows a creature to maintain its grasp on an object.] Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. [A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.] Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall [although it is no barrier to incorporeal creatures]. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Source:  CR p.370
Target Area:   Wall up to 60 ft. long and 30 ft. high [S]
Caster Level:   6
* = Domain/Specialty Spell




Created using <a href="http://pcgen.org/">PCGen</a> 6.06.00 on Jul 1, 2016
Player: Bartley; Character Name: Torekk Deeperdown
Prepared Spells
Druid
Level 0

Detect Magic (DC:)

Guidance (DC:13)

Purify Food and Drink (DC:13)

Stabilize (DC:13)
Level 1

Entangle (DC:14)

Obscuring Mist (DC:)

Produce Flame (DC:)

Speak with Animals (DC:)
Level 2

Barkskin (DC:)

Bull's Strength (DC:15)

Soften Earth and Stone (DC:)
* = Domain/Specialty Spell

</table>

Cool Items

Armor/Clothing

  • Torekk's Hide - +1 Hide Armor, +1 Resistance Bonus to Saves
  • Masterwork Quickdraw Shield (Light/Wooden)
  • Explorer's Outfit - It includes sturdy boots, leather breeches,a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). Also includes scarf and hat with feathers and sticks and mistletoe sticking out
  • Ring of Protection +1

Weapons (proficient)

  • Novolunie - a +1 Limning Silversheen Boar spear.
  • Masterwork Cold Iron Scimitar - 30 hp/inch, hardness 10
  • Bag of Shortspears (at least 10-15 usually)

Weapons (non-proficient)

  • adamantine light pick - 40 hp/inch, hardness 20, counts as masterwork, natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Misc(As a bit of a pack rat and scavenger Torekk usually carries a wide range of goods) currently including:

  • Acid (Flask) 2
  • Alchemist's Fire Flask 2
  • Alchemist's Kindness 1
  • Ale (Gallon) 2
  • Alkali (Flask) 2
  • Backpack 1
  • Bedroll (Cloth) 1
  • Caltrops (Steel) 2
  • Chalk (1 Piece) 3
  • Earplugs
  • Grappling Hook 1
  • Hammer (Steel) 1
  • Holly and Mistletoe 1
  • Marbles 2
  • Lamp Oil (1 Pint Flask) 10
  • Powder 1
  • Rope (Hemp/50 ft.) 1
  • Sack 1
  • Saw 1
  • Shovel or Spade 1
  • String (50 ft.) 1
  • Bread (Loaf) 1
  • Candle (Increases light level (5') for 1 hr.) 1
  • Cheese (Hunk) 1
  • Crowbar (+2 circumstance bonus to Strength checks to force open a door or chest) 1
  • Drill 1
  • Flint and Steel 1
  • Magnet 1
  • Portable Steel Ram
  • Rations (Trail/Per Day) 1
  • Tindertwig 1
  • Waterskin (Filled) 1
  • Whistle, Signal 1
  • Whistle, Silent 1
  • Wand (Cure Light Wounds/Cleric/1st) (12 Charges)