These spells represent the work and discovery you make of the ancient world’s magic and your translations into “modern” magic. All the arcane casters worked on these spells together.
Create Demiplane School conjuration (creation); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8; Subdomain greed 8 Casting Time 4 hours Components ?
Effect extradimensional demiplane, up to 10 10-ft. cubes/level (S)
Duration 1 day/level or instantaneous (see text) This information missing from source material, possible errata (probably same as greater/lesser versions, see below)
This spell functions as create lesser demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with create lesser demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.
Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give your demiplane an alignment trait for an alignment you do not have.
Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.
Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).
Shape: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.
Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).
You can make this spell permanent with the permanency spell, at a cost of 20,000 gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.
Create Demiplane, Greater School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9, witch 9; Subdomain solitude 9 Casting Time 6 hours
Components V, S, F (a forked metal rod worth at least 500 gp)
Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)
This spell functions as create demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with lesser create demiplane or create demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add to your demiplane (or remove from it) one of the following features (or any of the features described in create demiplane) with each casting of the spell, in which case it has an instantaneous duration.
Energy: Your plane gains the (minor) negative- or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.
Magic: Your plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below). If you selected enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and spells from the Death or Repose domains.” A plane cannot be enhanced and impeded for the same kinds of spells.
Morphic: You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.
Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
Time: By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time).
You can make this spell permanent with the permanency spell, at a cost of 22,500 gp. If you have cast create greater demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.
Create Demiplane, Lesser School conjuration (creation); Level cleric/oracle 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7
Casting Time 2 hours Components V, S, F (a forked metal rod worth at least 500 gp)
Range 0 ft. Effect extradimensional demiplane, up to three 10-ft. cubes/level (S)
Duration 1 day/level Saving Throw none; Spell resistance no
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.
There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.
When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered “very familiar” with your entire demiplane.
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage’s disjunction, miracle, or wish and making a successful dispel check.
If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.
You can make this spell permanent with the permanency spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.
Section 15: Copyright Notice Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Elemental scale School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action Components V, S, M (a reptile scale)
Range touch Source: Deep Magic
Target one kobold, dragon, or creature with the reptilian subtype per level
Duration 1 min. per level Saving Throw Fortitude negates (harmless); SR yes (harmless)
Elemental scale confers a +1 natural armor bonus to AC that increases by 1 every four caster levels. In addition, the spell provides an energy resistance of 5 for one of the follow types, chosen at the time of casting: Fire, cold, electricity, or acid. This spell is rather common among dragons and kobolds, and virtually unknown among non-reptilian spellcasters.
Memento Mori School necromancy (necrophagy) [evil]; Level antipaladin 1, cleric/oracle 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, DF
Range personal Source: Deep Magic Target creatures within sight
Duration 1 round Saving Throw Will negates; SR yes
You transform yourself into a horrifying vision of death, crawling with maggots and rotting away, exuding the stench of the grave. All creatures that see you are entitled to a Will save; those that fail lose their next standard action (or lose all actions next round if they roll a saving throw of 1). Those that roll a successful saving throw are immune to further castings of this spell for 24 hrs.
Mind's Eye Map School divination [ink, mind-affecting]; Level sorcerer/ wizard 2
Components S, M (ink and material to record the map) Casting Time 1 standard action
Range 60 ft. Source: Deep Magic Target one creature
Duration concentration, 1 min./level Saving Throw Will negates; SR yes
A mind’s eye map allows you to magically craft a map taken directly from the target’s mind, using yourself as a conduit. You spill a steady stream of ink upon the chosen surface for the map, which slowly undulates and forms shapes that perfectly copy the target’s mental image; 100 sq. ft. of space may be mapped per minute. The map is only as complete as the target knows or can recall, and it includes any illusions, visual tricks, or inaccuracies the target witnessed. If the target is unwilling, you may attempt to forcefully extract the mental image, but you must succeed on a touch attack and paint a cipher on the creature. An unwilling target is allowed a Will save; success negates the spell. Another mind’s eye map reflecting the same mapped area cannot be created from the same unwilling target until the caster advances in level (or until the target becomes willing). If you paint the cipher on an unwilling target with arcane mark, the DC for the Will save increases by +2.
Blood Armor School necromancy (necrophagy); Level inquisitor 2, sorcerer/wizard 2, witch 2 Components V, S, F (foe you have struck with a meleeweapon within 1 round)
Casting Time 1 swift action Range personal
Target you Source: Deep Magic Duration 10 min./level
Saving Throw Fortitude special (object); SR yes
When you successfully strike a creature with a melee weapon and deal damage to it, you can cast blood armor as a swift action. The blood flowing from your foe magically increases in volume and forms a suit of plate armor around you, granting you a +6 armor bonus to AC for the spell’s duration. Additionally the armor prevents any of your own blood from flowing too copiously, making you immune to bleed effects. Unlike mundane armor, blood armor has no armor check penalty, arcane spell failure chance, or speed reduction. Unlike mage armor, blood armor is not a force effect and thus incorporeal creatures can bypass it normally. The foe you strike must be one that contains blood—targets immune to bleed effects cannot be used as the focus for this spell. If the focus of this spell has divine blood (demigods, outsiders with 20 or more HD, or characters with godling class levels from The Genius Guide to the Godling), the blood armor also gives you a +2 bonus to Will saves.
Caustic Blood School transmutation (necrophagy); Level antipaladin 3, druid/shaman 2, inquisitor 3, ranger 3, sorcerer/ wizard 2 Components V, S Casting Time 1 standard action
Range personal Source: Deep Magic Target you Duration 10 min./level
You cause your blood to spray and become caustic whenever it is exposed to the air. While you and items in your possession are immune to your caustic blood, others can be badly damaged by it. When you take damage, as a free action you may make a single ranged touch attack at any target within 30 ft. (even if it is not your turn). On a successful hit, you deal acid damage equal to 1d6 hp plus your Constitution modifier (minimum +0). If you are suffering from a bleed effect, you add double your Constitution modifier (minimum +0), and you may make one such attack at the beginning of each of your turns. After the spell has been in effect for 10 min. or after you have made a number of attacks equal to your caster level (whichever comes first), the spell ends.
Spellcaster's Recoil School conjuration (teleportation); Level cleric/oracle 3, inquisitor 3, magus 2, sorcerer/wizard 3, witch 3 Casting Time standard action Components V, S
Range close (25 ft. + 2 ft./level) Source: Deep Magic
Target one creature Duration 1 round/level Saving Throw Will negates; SR yes
Manipulating the powers necessary to invoke any spell is a complex balancing act, and the target of this spell suffers a minor backlash when unleashing that power. Whenever the target successfully casts a spell or uses a spell-like ability, it is teleported 10 ft. in a random direction. In addition, it is staggered until the end of its next turn. Roll a d10 and use the rules for splash weapons to determine the direction the target is teleported. On a roll of a 9, the target is teleported straight up, while a result of 10 teleports it straight down. If the target’s destination location is occupied, such as by another creature or a wall, the target does not teleport but is knocked prone instead.
Ocularum School divination (scrying); Level sorcerer/wizard 3
Casting Time 1 minute Components S, M (ocular fluid from living creature)
Range touch Source: Deep Magic Effect one scrying symbol
Duration 24 hrs. Saving Throw none; SR no
You can paint a glyph with the clear fluids extracted from the eye of any living creature, creating a potent scrying tool. As a full-round action, you can attune yourself to any such glyph you have created that is within a range of 1 mile/caster level. After that round, you see out of that glyph as if you were physically present at that location, including any enhanced vision such as darkvision and see invisibility. You cannot use any senses other than vision through the ocularum. The glyph is nearly imperceptible and requires a DC 20 Perception check to locate. It has 1 hp, and if the glyph is destroyed while you are actively looking through it, you are immediately and permanently blinded. While actively scrying through the glyph, you become unaware of your own surroundings, receiving a –10 penalty to all Perception checks in your actual location and easily surprised. This spell only functions on the plane of existence you are currently occupying.
Portal Jaunt School conjuration (teleportation); Level sorcerer/wizard 3
Casting Time 1 standard action Components V, S, F (A small brass key)
Range medium (100 ft. + 10 ft./level) Source: Deep Magic
Effect one door becomes a portal to another within range
Duration 1 round Saving Throw none; SR no
By touching a door or gate with your focus, you turn it into a one-way portal to another such door within the spell’s range. This spell works with any crafted door, doorway, archway, or other artificial opening. It will not work with natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination’s location or have line of sight to it. On completing the spell, the touched door opens,revealing a shimmering image of the location beyond the destination door. You may step through the door, emerging instantly out of the destination door. Alternatively, you may allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For purposes of the spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You may only travel to a side of the door you can see or have physically been to in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature do not move through the portal within 1 round, the spell ends.
Dimensional Shove School conjuration (teleportation, dimensional); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action Components V, S Range touch Source: Deep Magic
Target one creature touched Duration instantaneous Saving Throw Will negates; SR yes
This spell pushes your target through a dimensional portal, causing it to reappear a short distance away. You must make a successful melee touch attack to use this spell. If the target fails its Will save, it disappears from its current location and reappears 10 ft. away from you per caster level (maximum 100 ft.). It appears in a location directly away from you. This travel can take it through walls, creatures, or other solid surfaces, but if the distance traveled would place the creature inside a solid object, it instead appears in the nearest open square in the path of travel.
Mythic: If you expend one use of mythic power when casting dimensional shove, the target does not receive a Will saving throw to resist the spell, unless the target is mythic. In addition, you can select the destination of the target, as long as that destination is known to you, on solid ground, and is within the normal range of the shove (100 ft.). The location cannot be within a solid object, otherwise the spell fails.