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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Red Mantis Assassin Spells

1st-Level Spells

Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blood Money: Use your own blood in order to create valuable material components.
Blurred Movement: As blur, but only while you are moving.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
BreakY: Gives an object the broken condition.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Chastise: +5 bonus to convince a target to do what you want or get in trouble with their superiors.
Clarion Call: Make yourself heard over great distances.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
Dazzling Blade: Make a weapon appear dazzingly shiny, making it easier to disarm and feint in combat.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
Emblazon Crest: Display your crest on anything you carry.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Erase: Mundane or magical writing vanishes.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate BulletsM: Converts 1 pound of metal into ammunition.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Feather FallY: Objects or creatures fall slowly.
Forced Quiet: Target cannot make loud noises.
Gravity Bow: Arrows do damage as though one size category bigger.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Aura: Alters object's magic aura.
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Negative Reaction: Targeted creature may not positively influence anyone.
Pattern Recognition: Gain an insight bonus on Search checks and Survival checks to follow tracks.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Poisoned EggR: Transform a single egg into a dose of poison.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Silent ImageY: Creates minor illusion of your design.
Snapdragon Fireworks: Create 1 dragon firework/level.
Stone Fist: Your unarmed strikes are lethal.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Urban GraceR: Move through crowds and urban settings with ease.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Youthful Appearance: Target appears younger.

2nd-Level Spells

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Air Step: Tread unsteadily on air, with limitations.
Alter Self: Assume form of a Small or Medium humanoid.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Badger's Ferocity: Weapons are keen while you concentrate.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Blur: Attacks miss subject 20% of the time.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Darkvision: See 60 ft. in total darkness.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Disfiguring TouchY: Target becomes disfigured.
Disguise Other: As disguise self, but affects you or another.
Dragonvoice: Emulate the vocal inflections of dragons.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
Familiar Figment: Create an illusory duplicate of your familiar to fool enemies.
FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Ghostly Disguise: You look like a ghost of yourself.
Glide: You take no falling damage and move 60 ft./round while falling.
Greensight: Allow a person to see through 60 ft. of plant life.
Haunting Mists: Creatures are shaken and take Wis damage.
Hidden Knowledge: Transfer knowledge into runes.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
KnockY: Opens locked or magically sealed door.
LevitateY: Subject moves up and down at your direction.
Mad Hallucination: Target takes penalties to mental actions.
Magic MouthM: Objects speaks once when triggered.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Mark of Blood: Track a creature you strike with a weapon.
Masterwork Transformation: Make a normal item into a masterwork one.
Minor Image: As silent image, plus some sound.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom TrapM: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Raiment of Command: Cloak yourself in an illusion of authority.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Rope Trick: As many as eight creatures hide in extradimensional space.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Sculpt Simulacrum: Alter a simulacrum's appearance.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Spider ClimbY: Grants ability to walk on walls and ceilings.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Staggering Fall: Make a falling creature hit the ground harder.
Steal BreathR: Steal the breath from a creature’s lungs.
Symbol of MirroringM: Triggered rune creates mirror images.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Twilight Haze: Illusory fog obscures vision.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Arcane Reinforcement: Add your Spellcraft to Craft when creating a magic item.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blast Barrier: Create a rippling but unstable wall from the earth.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Blot: Destroy all writing within an area.
BurrowY: Target gains a burrow speed of 15.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Countless Eyes: Extra eyes give all-around vision.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Dazzling Blade, Mass: As dazzling blade, except with multiple weapons.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Displacement: Attacks miss subject 50% of the time.
Display Aversion: Create an illusion to repulse a vampire.
DreamY: Sends message to anyone sleeping.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Excruciating Deformation: Target takes Dex and Con damage.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Fire TrailR: Leak a trail of flame that follows your every step.
Flame Arrow: Arrows deal +1d6 fire damage.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
FlyY: Subject flies at speed of 60 ft.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Hostile Levitation: Levitates the targeted creature up off the ground.
Illusory Poison: Create a phantasmal poison on a weapon.
Illusory ScriptM: Only select creatures can read text.
Improve TrapR: Increase a trap’s effectiveness.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Keen Edge: Doubles normal weapon's threat range.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Minor DreamR: As the dream spell, except delivering a shorter message.
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Polymorph Familiar: Give your familiar the shape of another animal.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Rune of Durability: Inscribe a rune upon a weapon to double its hit points.
Secret Page: Changes one page to hide its real content.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Share Glory: Imbue targets with a fraction of your mythic nature.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shrink Item: Object shrinks to one-sixteenth size.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Steal Years: Temporarily steal youth and vitality from the target.
Stolen LightF: Store images within a gem.
Strangling HairY: Your hair animates and grapples.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Twine Double: Create a simulacrum of yourself out of cloth and twine.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Versatile Weapon: Weapon bypasses some DR.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Water Breathing: Subjects can breathe underwater.

4th-Level Spells

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Cloud ShapeR: Assume the appearance of a large cloud.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Darkvision, Greater: See 120 ft. in total darkness.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Elemental Body IY: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Imbue with FlightY: Grant creatures the ability to fly at your command.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.
Malfunction: Construct behaves oddly for 1 round/level.
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Resilient ReservoirR: Store hit point damage as magical energy.
Ride The Waves: Target can breathe water and swim.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Dragon Aspect: Shroud yourself in a shadowy illusion of a dragon.
Shadow Step: Teleport from one shadow to another.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
Simulacrum, LesserM: Creates a double of a weak creature.
Stone ShapeY: Sculpts stone into any shape.
Symbol of SlowingM: Triggered rune slows creatures.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Wandering Star Motes: Outlines subject and produces light as a sunrod.