ARTIFICER’S CURSE
School transmutation; Level bard 6, cleric 7, inquisitor 6,
occultist 6, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S, M (a blank scroll or page from a spellbook)
Range close (25 ft. + 5 ft./2 levels)
Target 1 magical item
Duration 1 minute/level (D)
Saving Throw Will negates (object); Spell Resistance yes
You temporarily suppress the most powerful qualities of a magical item. This item can be any object you suspect bears a magical enchantment, but if the targeted item is not magical, your spell has no effect. The spell reduces the object’s caster level by an amount equal to your caster level, to a minimum of 0. If the item grants a competence, deflection, enhancement, insight, luck, morale, natural armor, profane, resistance, or sacred bonus, the bonus is reduced by 1 for every 4 caster levels the item loses. If the item’s caster level is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell. This spell has no effect on artifacts.
DEFT DIGITS
School transmutation; Level bard 3, medium 3, occultist 3,
psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3
Casting Time 1 standard action
Components V, S
Range Medium (100 ft. + 10 ft./level)
Target 1 unattended gauntlet or glove
Duration 10 minutes/level
Saving Throw None (harmless, object); Spell Resistance no
You animate the target of the spell, manipulating the glove with your own hand from a distance. The glove moves as you direct it with a fly speed of 30 feet and average maneuverability. Directing the glove is a standard action, though the glove can move up to its speed and perform a task in the same action. You can attempt Disable Device and Sleight of Hand checks using the glove, though attempting these checks at a distance increases the normal skill check DCs by 5, or by 20 if you do not have line of sight to the object you are manipulating. The glove can also lift or drag objects using your caster level as your Strength score. The glove cannot wield weapons or make attacks effectively while this spell is in effect. If you cast this spell on a magical glove, its innate magic is suppressed for the duration of the spell.
DISSOLUTION
School transmutation; Level alchemist 4, sorcerer/wizard 5, spiritualist 6, summoner 6
Casting Time 1 standard action
Components V, S, M (vial of alchemical reagents worth 50 gp)
Range touch
Target Tiny or smaller object touched
Duration 10 minutes/level (D)
Saving Throw Fortitude negates (object); Spell Resistance no
You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item doesn’t take damage or otherwise gain any condition; it simply ceases to be visible to or interact with the world in any way, as if it no longer existed. The oil vanishes with the item and leaves no residue, nor does it affect surfaces that handle or hold the item during its application. No spell or ability short of miracle or wish can locate or affect the item while it is under the effect of this spell. Though the item seems to not exist while under the effects of this spell, its own reality is consistent (it ages normally, and any ongoing effects upon it continue normally). The target object can be one size larger than Tiny for every 5 caster levels above 5th you possess.
The target item returns to existence when the spell’s duration expires. An item returns to existence in exactly the same location and condition it left. If the location no longer has room for the item, the item takes 1d0 points of damage (bypassing hardness) and is teleported to the nearest location that has room for it. If that location is more than 5 feet from the original location, there is a 25% chance the item is instead shifted to a randomly determined alternate plane.
EMBLEM OF GREED
School transmutation (polymorph); Level cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a masterwork or magical melee weapon)
Range touch
Target 1 masterwork melee weapon touched
Duration 1 minute/level
Saving Throw none (object); Spell Resistance no
You transform one melee weapon into a burning glaive similar to the ones wielded by the runelords of old. The target of your spell must be a masterwork or magical melee weapon appropriate to your size. The weapon becomes a glaive appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). When you reach caster level 14th, the glaive gains the spell-storing weapon special ability. When you reach caster level 17th, it loses the flaming weapon special ability, and gains the flaming burst weapon special ability. The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus on attack rolls does not stack with an enhancement bonus to attack.
FOOL’S GOLD
School transmutation; Level alchemist 1, antipaladin 1, bard 1,
mesmerist 1, occultist 2, psychic 1, shaman 2, sorcerer/
wizard 2, witch 2
Casting Time 1 standard action
Components V, S, F (a lump of gold worth 5 gp)
Range touch
Target 1 gold piece/level touched
Duration 10 minutes/level
Saving Throw Fortitude negates (object, see text); Spell
Resistance yes
You cast this spell on one or more gold pieces, which make those who have them more vulnerable to your magics. A creature with one or more of these gold pieces in its possession must attempt a Will save (at this spell’s save DC) the first time the creature is forced to attempt a saving throw against a spell, spell-like ability, or supernatural ability you create. If the creature fails, it takes a –2 penalty on all saving throws against your magic effects as long as the gold piece is in its possession. Additionally, if it fails a saving throw against a magic ability of yours that is not harmless and has a duration, the duration is doubled for that creature.
FULL POUCH
School transmutation; Level alchemist 2, bard 2, druid 2,
inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S, M (alchemical reagents or herbs worth 1 gp)
Range touch
Target 1 object touched
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher.
LEGENDARY PROPORTIONS
School transmutation; Level alchemist 6, druid 7, shaman 7,
sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S, M (a dinosaur bone and powdered amber
worth at least 200 gp)
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature (see text)
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Spell Resistance no
You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not function on outsiders, undead, and summoned creatures. Your target grows to legendary proportions, increasing in size by one category. The creature’s height doubles and its weight increases by a factor of 8. The target gains a +6 size bonus to its Strength score and a +4 size bonus to its Constitution score. It gains a +6 size bonus to its natural armor, and DR 10/adamantine. Its carrying capacity changes to reflect its new size. The creature’s equipment and weapons, if any, also increase in size. Any enlarged item that leaves the creature’s possession returns to its original size (though thrown weapons and ammunition deal damage at their enlarged size before returning to their true proportions).
If insufficient room is available to accommodate the creature’s growth, it attains the maximum possible size and can attempt a Strength check (using its increased Strength score) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it. The spell cannot crush a creature by enclosing it.
LIQUEFY
School transmutation; Level alchemist 3, bard 3, druid 4,
sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a specially prepared glass bottle)
Range close (25 ft. + 5 ft./2 levels)
Target 1 object weighing up to 1 pound/level
Duration 1 round/level (D)
Saving Throw Fortitude negates (object); Spell Resistance no
The object you target becomes a liquid version of itself and drips or runs like a thin oil until it pools on any flat surface. If the item has magical or alchemical properties, they become inert for the duration of the spell. If you are holding the item when you cast this spell, you can drain it into the bottle used as focus for the spell. Items with hit point damage or the broken condition regain 5 hit points/caster level if drained into a bottle in this way. The duration of temporary effects (such as applied poison or greater magic weapon) passes normally and may expire while the object is in liquid form. The liquid is clearly unsafe to drink, but if, for some reason, a creature does drink the liquid and the spell ends, the creature takes 3d6 points of damage, and brings up the solid version of the item as a standard action in a coughing fit.
Any spell or effect that would disperse or dilute an object affected by liquefy forces the object to attempt a Fortitude save (using the effect’s DC, or DC 15 for effects with no saving throws of their own, such as pouring a liquefied object into a stream). A failed save causes the object to gain the broken condition. If the item is already broken, it is instead destroyed on a failed save. Liquefy has no effect on artifacts, constructs, or intelligent magic items.
OPEN ARMS
School transmutation; Level sorcerer/wizard 5
Casting Time 1 immediate action
Components V, S, F (a magical or masterwork melee weapon)
Range touch
Target melee weapon touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You cast this spell in response to a specific cavalier’s challenge (Pathfinder Roleplaying Game: Advanced Player’s Guide 32), inquisitor’s judgment (Advanced Player’s Guide 38), or smite (such as a paladin’s smite evil) declared against you by an enemy creature. It can also be cast if a creature uses a spell that causes you to qualify as the creature’s favored enemy when you normally wouldn’t, such as instant enemy (Advanced Player’s Guide 229). You imbue your weapon with a powerful ability to ward off attacks made against you by the creature that challenged you. You gain a +5 insight bonus to your AC and CMD against the attacks of the initiating creature as long as you hold the weapon. If you release the weapon for any reason, the spell ends. You can cast this spell only in response to one of the conditions listed above. The spell fails if you attempt to cast it when you were not subject to a challenge or similar effect since your last turn.
RAGS TO RICHES
School transmutation; Level alchemist 3, bard 3, cleric 4,
medium 3, occultist 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a bit of burlap wrapped over a copper coin)
Range touch
Target 1 weapon, suit or armor, shield, tool, or skill kit
touched/5 levels
Duration 10 minutes/level
Saving Throw Fortitude negates (object); Spell Resistance no
The target object is enhanced to function as a masterwork item. In addition to any bonuses for the masterwork quality, the object gains other bonuses. Skill kits and other equipment add an additional +1 insight bonus for every 4 caster levels you possess to skill checks made with them that already receive a bonus from the skill kit. Armor and weapons gain temporary hit points equal to your caster level. If the object already has an enhancement bonus, this bonus increases by 1. If the object of the spell has hardness, that hardness increases by 5.
RUNE OF RUIN
School transmutation [curse UM ]; Level alchemist 4, bard 4,
inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a self-portrait on a thin sheet of paper)
Range Medium (100 ft. plus 10 ft./level)
Target 1 object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You curse a magic item, such as magical clothing, a suit of armor, or a weapon. The object is reduced to 1/4 its normal hit point total, gains the broken condition, and appears damaged and worn. If it grants a numeric bonus, such as a +2 deflection bonus to AC, that bonus is reduced by 1 for every 3 caster levels you possess, to a minimum of +0. Other magical qualities fail to work 50% of the time when called upon, so a resistance bonus on saves or a weapon’s flaming special ability could fail each time the item is used.
If the object is an intelligent magical item, its Ego score remains unchanged despite its reduced quality. The weapon has only a 50% chance to successfully use any spells or spell-like abilities it has, and has a 25% chance of forgetting its special purpose (if any). If an intelligent weapon is actively dominating its wielder when it fails its save against rune of ruin, the wielder gains an immediate saving throw with a +4 bonus to regain control. Rune of ruin has no affect on magical artifacts.
TEARS TO WINE
School transmutation; Level alchemist 1, bard 1, cleric 2,
druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2,
witch 2
Casting Time 1 standard action
Components V, S, M (a single grape)
Range 10 ft.
Target 1 cu. ft./2 levels of liquid (see text)
Duration 10 minutes/level
Saving Throw Will negates (object); Spell Resistance yes (object)
Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions.
Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th.
TRANSMUTE GOLEM
School transmutation (polymorph); Level alchemist 6, sorcerer/
wizard 9
Casting Time 8 hours
Components V, S, M (powdered metals with a variable cost,
see text)
Range touch
Target golem touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You turn one type of golem into another. The golem must be willing—it must be commanded to transform by its master or must be a creature able to make informed decisions that opts to submit to the spell. You must provide various powdered metals with a value equal to 150% of the difference in creation costs between the old and new type of golem, even if the new golem type is cheaper to create. Both types of golems must share the same subtypes, if any. You cannot transmute a golem into a new type of golem with a CR higher than your caster level.
If all of these conditions are satisfied, the old golem completely changes to the new golem type. Its abilities and statistics are identical to one of the new golem type, including its magic immunities and special attacks. The new golem is still affected by any damage or conditions it suffered before the spell was cast.