New Spells

There are many spells unique to this world, spells not listed in the Pathfinder Rulebook. Many of these spells come from the campaign supplement sources Twin Crowns, and The Book of Righteousness. Other spells are created by the DM or are from other sources.

Not every character will have access to all of the spells listed here. Ask the DM which spells your character may know.

The spell names and brief descriptors are listed here.

From Twin Crowns

  • Attract Spirit: (Spirit 8) Attracts spirits within 1 mile per level to the target of the spell. Banish Spirit: (Spirit 9) Banishes one named spirit to the judgement hall of Maal.
  • Command Spirit: (Cleric 6, Druid 6) Allows you to command one spirit.
    Create Shrine: (Cleric 9) Creates a temporary shrine that can be used for recharge and resurrection.
  • Detect Initiation: (Cleric 3, Druid 4, Paladin 3, Ranger 4) You can detect to what god, if any, one individual is initiated.
  • Dispel Initiation: (Cleric 4) Temporarily removes all initiation-dependent powers from one person.
  • Grant Life: (Cleric 7, Druid 8) Instantly raises one creature from the dead and heals them.
  • Locate Nexus: (Bard 3, Sorcerer/Wizard 3) Locates nearest arcane nexus.
  • Locate Spirit: (Cleric 4, Druid 5, Spirit 4) Locate the spirit of one specific person.
  • Magic Circle Against Initiation: (Cleric 7) Creates a circular region in which initiates cannot access initiate-dependent powers or spells.
  • Restore Life: (The Dead 8) Cures all damage, diseases, and mental conditions to the recently dead.
  • Sense Spirit: (Cleric 3, Druid 3, Spirit 3) Allows you to sense the presence of a spirit, even when not on sanctified ground.
  • Speak with Spirit: (Cleric 4, Druid 4) Allows com- munication with a spirit.
  • Spirit Alarm: (Spirit 1) Creates an audible alarm when a spirit enters the spell area.
  • Spirit Seek: (Cleric 2, Spirit 2) Determines whether a uniquely identified person is in the spirit world.
  • Spirit Sever: (Cleric 5, Spirit 5) Causes a spirit to immediately leave a dead body, and the body to fade.
  • Spirit Tether: (Cleric 6, Druids 7, Spirit 6) Prevents a spirit from leaving a dead body, saving the Gift.
  • Summon Spirit: (Cleric 7, Druids 8, Spirit 7) Summons one named spirit to the caster.

From The Book of the Righteous

  • Afflatus: (Cleric 5, Inspiration 3) +10 bonus to next perform or craft skill check.
  • (Anwyn’s) Elysian Palace: (Home 9) Door leads to palace in Elysium.
  • Bind Oath: (Cleric 3, Justice 3) Subject is bound to an oath.
  • Constellation: (Cleric 8, Druid 8, Night 7) Enables conversation across any distance.
  • Detect Gift: (The Dead 1) Detect Gifts remaining in subject.
  • Fact to Fiction: (Truth 9) Reverses one event from the previous round.
  • Fair Light: (Cleric 4, Bard 4, Beauty 3) Bright light of day increases morale.
  • Greater Afflatus: (Inspiration 9) +20 bonus to perform and craft skill checks for 1 week per level.
  • Imprison Soul: (Cleric 9, The Dead 9) Imprisons newly dead soul to prevent resurrection.
  • Mark of Evil: (Cleric 4, Justice 4) Blocks simple efforts to raise subject.
  • Moonbeam: (Druid 6, Night 6) Beam drains strength and puts subject into a comatose slumber.
  • Moonglow: (Druid 8, Night 8) +4 AC, +4 resistance bonus to saving throws for group.
  • North Star: (Druid 4, Night 4) Caster sees light of the North Star wherever he is.
  • Shibboleth: (Cleric 8, Justice 8) Damages everyone different from caster.
  • Shooting Stars: (Druid 9, Night 9) Deals 12d6 damage, heals 12d6 damage.

Other New Spells

  • Detect Gift: (The Dead 1) Detect Gifts remaining in subject.
  • Bind Spirit: (Cleric 4, Sor/Wiz 5) Binds spirit to a material object, preventing it from seeking out sanctified ground.
  • Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).

>>Magic of Crimson Skies
>>House Rules

Link to SK House Rules



New Spells

Crimson Skies PhoenixMark