Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Words of Power

All Rules in Words of Power

+ An entry marked with this has additional sections within it.

Effect Word Descriptions

Source Ultimate Magic pg. 167
Effect words determine the overall outcome of a wordspell. A wordspell can contain more than one effect word, and it is possible for their effects to counteract one another. Effect words use the following format.

Name: This is the name of the effect word. Each word belongs to a group of similar words, noted in parentheses. Unless otherwise noted, an individual wordspell cannot contain two effect words from the same group.

School: This entry lists the school of magic that the effect word belongs to.

Level: This entry lists the classes that can learn the effect word and what level the word is for members of that class. Note that an individual wordspell can contain no words of a level higher than the wordspell.

Duration: This line lists the duration of the effect word.

Saving Throw: If the effect allows a saving throw, it is noted here along with the effect of a successful save.

Spell Resistance: If the effect word allows spell resistance, it is noted here.

Target Restrictions: Some effect words can only be combined with specific target words when arranging wordspells. If this is the case, the specific target words are noted here.

Description: This paragraph describes the effects of the word when arranged in a wordspell.

Boost: If the effect word can be boosted by the boost meta word, the effects are listed here. See the meta word section for more details.

Acid Words

Source Ultimate Magic pg. 167
These words create caustic acid that scorches and burns all that it comes in contact with.

Acid Burn (Acid)


School conjuration (creation) [acid]; Level druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

A wordspell with this effect word deals 1d3 points of acid damage. If the wordspell has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.

Corrosive Bolt (Acid)


School conjuration (creation) [acid]; Level magus 2, sorcerer/ wizard 2
Duration 2 rounds
Saving Throw none; Spell Resistance no
Target Restrictions selected

A wordspell with this effect word deals 1d4 points of acid damage per level of the wordcaster (maximum 5d4). On the following round, the target takes this damage again. Hitting a target with a wordspell with this effect word requires a ranged touch attack.

Acid Wave (Acid)


School conjuration (creation) [acid]; Level magus 4, sorcerer/ wizard 4
Duration 1 round/level (see text)
Saving Throw Reflex half and partial (see below); Spell Resistance no

A wordspell with this effect word deals 1d6 points of acid damage per caster level (maximum 10d6). Targets damaged by this effect word are sickened for 1 round per caster level, or 1 round if the saving throw against the wordspell with this effect word was successful.

Caustic Cloud (Acid)


School conjuration (creation) [acid]; Level sorcerer/wizard 7, witch 6
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance no
Target Restrictions burst

A wordspell with this effect word creates a cloud of noxious green vapor that obscures vision. Creatures caught in the cloud take 1d6 points of acid damage per caster level (maximum 20d6) and are fatigued. Creatures caught in the cloud receive a Fortitude save to halve the damage and to negate the fatigued effect. Creatures that remain in the cloud take a cumulative –2 penalty on the save each round they remain in the cloud, but spending just 1 round outside the cloud’s area resets this penalty. Creatures in the cloud that are fatigued become exhausted on a failed saving throw. A strong wind, such as that created by a gust of wind, disperses this cloud immediately.

Alignment Words

Source Ultimate Magic pg. 168
Words from this family deal specifically with alignment, detecting, damaging, or protecting creatures based on their moral compass.

Alignment Shield (Alignment)


School abjuration; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

When a wordspell with this effect word is cast, the wordcaster selects one alignment: good, evil, chaotic, or lawful. The target of this wordspell is protected from that alignment and receives a +2 deflection bonus to AC on attacks made from creatures of that alignment and a +2 resistance bonus on saving throws made on spells and effects from creatures of that alignment. The target of a wordspell with this effect word can choose to end this effect as an immediate action to reroll any one saving throw made against a spell or effect from the chosen alignment, but must take the second result, even if it is worse.

Alignment Assault (Alignment)


School evocation; Level cleric 5, inquisitor 5, paladin 4
Duration instantaneous, see text
Saving Throw Will partial; Spell Resistance yes
Target Restrictions burst, cone, line

If a wordspell with this effect word is cast, the wordcaster selects one alignment: good, evil, chaotic, or lawful. All creatures of that alignment take 1d8 points of damage per two caster levels (maximum 8d8). Outsiders of that alignment take 1d6 points of damage per caster level (maximum 15d6). In addition, creatures of the affected alignment are staggered for 1 round per caster level if they fail their saving throws.

Alignment Aura (Alignment)


School abjuration; Level cleric 8
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

A wordspell with this effect word functions as alignment shield, but the bonus to AC and on saving throws increases to +4. In addition, the creature gains SR 25 against spells cast by creatures of the chosen alignment. Finally, creatures of the chosen alignment find it painful to touch the warded creature, taking 2d6 points of damage for each successful hit with a melee weapon or natural weapon.

Animal Words

Source Ultimate Magic pg. 168
Words from this family speak directly to wild creatures, soothing and controlling them.

Nature's Calm (Animal)


School enchantment (charm) [mind-affecting]; Level druid 1, ranger 1, witch 1
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word becomes calm and docile. Though the target will not attack while subject to this effect, the wordspell immediately ends if the target is attacked. Creatures affected by this effect word do not flee, but they are not helpless. This effect word only affects creatures of the animal or magical beast type, although magical beasts receive a +4 bonus on the saving throw.

Wild Lure (Animal)


School enchantment (charm) [mind-affecting]; Level druid 2, ranger 2, witch 2
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word treats the caster as a trusted ally. The creature will defend the caster and will not attack her allies while this effect persists. If at any time the target of a wordspell with this effect word is attacked by the wordcaster or her allies, the wordspell’s duration ends immediately. A wordspell with this effect word only affects creatures of the animal or magical beast type, although magical beasts receive a +4 bonus on the saving throw.

Nature's Command (Animal)


School enchantment (compulsion) [mind-affecting]; Level druid 4, ranger 4, summoner 5, witch 4
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word obeys any simple commands given by the caster. These commands are sent through a mental link that does not require speech, but they must be able to be understood by the target. The target ignores any commands that are suicidal or self-destructive. A wordspell with this effect word only affects creatures of the animal or magical beast type, although magical beasts receive a +4 bonus on the saving throw.

Armor Words

Source Ultimate Magic pg. 169
These words create translucent armor made of solid magic, protecting without weight or obstruction.

Force Block (Armor)


School abjuration; Level cleric 0, magus 0, sorcerer/wizard 0, summoner 0
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance no
Target Restrictions personal, selected

The target of a wordspell with this effect word receives a +1 armor bonus to its AC. This armor is made of force and provides protection against the attacks of incorporeal creatures.

Boost: A wordspell with this effect word can be cast as an immediate action. In this case, the effect lasts until the end of your next turn. This boost cannot be used if the wordspell includes another effect word (unless that word can also be cast as an immediate action). This boost increases this effect word’s level by 1.

Force Shield (Armor)


School abjuration; Level alchemist 1, magus 1, sorcerer/ wizard 1, summoner 1, witch 1
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance no
Target Restrictions personal, selected

The target of a wordspell with this effect word receives a +4 armor bonus to its AC. This armor is made of force and provides protection against the attacks of incorporeal creatures.

Force Armor (Armor)


School abjuration; Level cleric 3, magus 3, sorcerer/wizard 3, witch 3
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
Target Restrictions personal, selected

The target of a wordspell with this effect word receives a +4 armor bonus to its AC + 1 point for every four levels of the caster. This armor is made of force and provides protection against the attacks of incorporeal creatures. If the target has a greater armor bonus from another source, a wordspell with this effect word instead increases that armor bonus by +1 and allows it to provide protection against the attacks of incorporeal creatures.

Force Ward (Armor)


School abjuration; Level magus 6, sorcerer/wizard 6
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance no
Target Restrictions personal, selected

This effect word functions as force armor, but it grants a +6 armor bonus to AC + 1 point for every four levels of the caster. If the target has greater armor bonus from another source, a wordspell with this effect word increases that armor bonus by +2.

Binding Words

Source Ultimate Magic pg. 170
Words from this family cause objects to become stationary and creatures to become paralyzed.

Lock Ward (Binding)


School abjuration; Level sorcerer/wizard 1
Duration permanent
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

This effect word causes one unattended object to close, such as a door, chest, or book. If the object possesses a lock, the object is also locked. If the wordspell includes other effect words, the effects of those words are suspended until a creature other than the wordcaster attempts to unlock or otherwise open the object. That creature becomes the target of the other effect words, as if those effect words had the selected target word. Only consider the other effect words when determining the duration of this secondary effect.

Paralyze Humanoid (Binding)


School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, inquisitor 2, sorcerer/wizard 3, witch 2
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word is paralyzed and cannot move. It is aware and can breathe normally, but cannot take any actions. At the end of each of the creature’s turns, it can attempt a new saving throw to end the effect. Flying creatures that rely on wings to fly fall, and swimmers cannot swim and may drown. Wordspells with this effect word only affect creatures of the humanoid type.

Paralyze Creature (Binding)


School enchantment (compulsion) [mind-affecting]; Level bard 4, druid 4, inquisitor 4, sorcerer/wizard 5, summoner 5, witch 5
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

This effect word functions as the paralyze humanoid word except that it can affect creatures of any type.

Permanent Paralysis (Binding)


School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, summoner 6, witch 8
Duration permanent
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

This effect word functions as the paralyze humanoid word except that it can affect creatures of any type and the duration is permanent. A creature affected by a wordspell with this effect word receives one additional Will saving throw at the end of its first turn after initially failing the save. This saving throw is made to relieve this word’s effects, not any others included in the original wordspell. If this save fails as well, the effect of this word can only be undone with greater dispel magic, miracle, or wish.

Body Words

Source Ultimate Magic pg. 170
Body words enhance the form of their targets, making them stronger, more agile, and more resilient.

Fortify (Body)


School abjuration; Level alchemist 1, cleric 1, inquisitor 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected

The target of a wordspell with this effect word receives a +1 resistance bonus on saving throws. In addition, the target receives a number of temporary hit points equal to its Hit Dice.

Energy Resistance (Body)


School abjuration; Level alchemist 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard 2, summoner 2
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected

The target of a wordspell with this effect word gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic). The target still suffers any other side effects that might accompany the energy damage.

Boost: The target gains resistance 20 to one energy type.

Enhance Form (Body)


School transmutation; Level alchemist 2, bard 2, cleric 2, druid 2, magus 2, paladin 2, ranger 2, sorcerer/wizard 2, summoner 2
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected

The target of a wordspell with this effect receives a +4 enhancement bonus to either Strength, Dexterity, or Constitution (caster’s choice). The target can end a wordspell with this effect word prematurely as a swift action, gaining a +8 enhancement bonus to the ability score until the end of the target’s turn.

Perfect Form (Body)


School transmutation; Level alchemist 4, bard 4, cleric 4, druid 4, magus 4, sorcerer/wizard 4, summoner 4
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected

The target of a wordspell with this effect word receives a +4 enhancement to Strength, Dexterity, and Constitution.

Energy Immunity (Body)


School abjuration; Level alchemist 6, cleric 6, druid 6, inquisitor 6, sorcerer/wizard 6, summoner 6
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected

The target of a wordspell with this effect word gains immunity to one energy type (acid, cold, electricity, fire, or sonic). The target still suffers any other side effects that might accompany the energy damage.

Change Words

Source Ultimate Magic pg. 171
Words from this family change the target’s form, granting special attacks and powers.

Altered Form (Change)


School transmutation (polymorph); Level alchemist 3, druid 3, magus 3, sorcerer/wizard 3, witch 3
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal

The target of a wordspell with this effect word receives a +2 size bonus to Strength and two of the following benefits: a pair of claw attacks that each deals 1d6 points of damage if Medium (1d4 if Small), a bite attack that deals 1d8 points of damage if Medium (1d6 if Small), a climb speed of 30 feet, a swim speed of 30 feet, darkvision out to 60 feet, low-light vision, scent, or a +2 natural armor bonus.

Boost: The target receives three benefits instead of two.

Boost: This wordspell can use the selected target word. Boosting this effect word increases its level by 1.

Bestial Form (Change)


School transmutation (polymorph); Level alchemist 4, druid 4, magus 4, sorcerer/wizard 4
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal

This effect word functions as altered form except that the target of this wordspell receives a +4 size bonus to Strength and can select three benefits. In addition to those available in altered form, the target can select from among the following benefits: a fly speed of 30 feet (average maneuverability), grab (with any one natural attack), pounce, trip (with any one natural attack), or a +4 natural armor bonus.

Boost: The target receives four benefits instead of three.

Boost: This wordspell can use the selected target word. Boosting this effect word increases its level by 1.

Monstrous Form (Change)


School transmutation (polymorph); Level alchemist 5, druid 5, magus 5, sorcerer/wizard 5
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal

This effect word functions as bestial form except that the target of this wordspell receives a +6 size bonus. In addition to those benefits available in altered form and bestial form, the target can select from the following: a burrow speed of 30 feet, blindsense out to a range of 30 feet, constrict (dealing the same damage as the grab attack + the target’s Str modifier), ferocity, resist 20 against one energy type, or a +4 natural armor bonus.

Boost: The target receives four benefits instead of three.

Boost: This wordspell can use the selected target word. Boosting this effect word increases its level by 1.

Cold Words

Source Ultimate Magic pg. 171
Spells using these words drain the warmth from the surrounding environment, leaving everything frozen and rimed with frost.

Cold Snap (Cold)


School evocation [cold]; Level druid 0, magus 0, sorcerer/ wizard 0
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A wordspell with this effect word deals 1d3 points of cold damage. If the wordspell with this effect word has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.

Frost Fingers (Cold)


School evocation [cold]; Level druid 2, magus 2, sorcerer/ wizard 2
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

A wordspell with this effect word deals 1d6 points of cold damage per caster level (maximum 5d6). A target that fails its saving throw is also staggered for 1 round.

Ice Blast (Cold)


School evocation [cold]; Level druid 4, magus 4, sorcerer/ wizard 4, witch 4
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect deals 1d6 points of cold damage per caster level (maximum 10d6). A target that fails its saving throw is entangled by the ice for 1d4 rounds.

Winter's Wrath (Cold)


School evocation [cold]; Level druid 8, sorcerer/wizard 8
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
Target Restrictions burst

A wordspell with this effect word creates an area of blizzard-like conditions. Anyone inside the area when it forms, and at the start of the caster’s turn, takes 1d6 points of cold damage per caster level (maximum 20d6) and 1d4 points of Dexterity damage. A Fortitude save halves this damage and negates the Dexterity damage. Creatures immune to cold damage do not take the Dexterity damage. Because of the heavy snow and winds, visibility is reduced to 5 feet inside the blizzard. Effects that deal fire damage do not harm anyone inside this blizzard unless they are of a level equal to or higher than the wordspell with this effect word.

Command Words

Source Ultimate Magic pg. 172
These words demand action from those that hear them, with near-irresistible force.

Friendship (Command)


School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word treats the caster as a trusted ally. The creature will defend the caster and will not attack the caster’s allies while the wordspell persists. If the creature is attacked by the caster or his allies, this effect immediately ends (though other effects of the wordspell may continue). A wordspell with this effect word only affects creatures of the humanoid type; targets receive a +4 bonus on the saving throw if a wordspell with the effect word has its target boosted to affect more than one creature.

Simple Order (Command)


School enchantment (compulsion) [language-dependent, mind affecting]; Level bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word must follow one of five simple commands to the best of its ability on its next turn. If the target cannot take the specified action on its next turn, this effect of the wordspell fails. The possible commands are as follows.

Approach: The target must move toward the caster as quickly and directly as possible, provoking attacks of opportunity as normal. The target avoids obvious hazards, such as fire, pits, or traps that it is aware of (other creatures do not count).

Drop: The target drops whatever it is holding and does not pick up anything this round. It can otherwise act normally.

Fall: The target falls to the ground and remains prone until its next turn. It can otherwise act normally.

Flee: The target moves away from the caster as quickly and directly as possible. This otherwise functions as approach.

Halt: The target does not move and takes no other action on its turn, although it is not considered flat-footed or helpless.

Boost: This wordspell can use any target word. Boosting this effect word increases its level by 3.

Complex Order (Command)


School enchantment (compulsion) [language-dependent, mind affecting]; Level bard 3, sorcerer/wizard 3, witch 4
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word must follow the wordcaster’s instructions. The wordcaster must be able to convey the orders within 1 round and the actions must be possible to complete within the wordspell’s duration. The instructions cannot include anything that is obviously dangerous or harmful to the target. The instructions do not have to take the entire duration, and once completed, a wordspell with this effect word ends. If the instructions are not completed by the time the duration expires, the target is under no compulsion to finish enacting them.

Crush Will (Command)


School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 4, sorcerer/wizard 5, witch 5
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word obeys any commands given by the caster. These commands are sent through a mental link that does not require speech. The target ignores any commands that are suicidal or self-destructive. A wordspell with this effect word only affects creatures of the humanoid type; targets receive a +4 bonus on the saving throw if a wordspell with the effect word has its target boosted to affect more than one creature.

Concealing Words

Source Ultimate Magic pg. 173
Words from this family hide creatures and objects from observation and detection.

Fade(Concealing)


School illusion (glamer); Level alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word becomes invisible until the beginning of the caster’s next turn. If the target attacks or otherwise takes an offensive action, this effect ends.

Boost: The target does not become visible if it attacks or takes an offensive action.

Disappear (Concealing)


School illusion (glamer); Level alchemist 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

This effect word functions as fade, but with a longer duration.

Boost: The target does not become visible if it attacks or takes an offensive action. Boosting this effect word increases its level by 2.

Unseen Shell (Concealing)


School illusion (glamer); Level bard 4, sorcerer/wizard 4, witch 4
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions burst (emanation)

When cast, a wordspell with this effect word makes any objects or creatures designated by the caster within the area invisible so long as they remain in the area and do not attack or otherwise take offensive actions. All possessions carried by the creatures remain invisible as long as they remain in the area, so an arrow fired from a bow would become visible when it leaves the area.

Boost: The target does not become visible if it attacks or takes an offensive action. Boosting this effect word increases its level by 2.

Death Words

Source Ultimate Magic pg. 173
Words from this family destroy life and create undead abominations.

Undeath (Death)


School necromancy [evil]; Level cleric 2, sorcerer/wizard 3
Duration instantaneous
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word can only target the corpses of dead creatures. These creatures rise as either skeletons or zombies, as decided by the caster. These undead follow the caster’s commands to the best of their limited ability. They remain undead creatures until destroyed. The caster can create at most 2 Hit Dice worth of undead per caster level with each casting of a wordspell with this effect word. The caster can control no more than 4 HD per caster level of undead creatures. If additional undead are created, the caster chooses which undead to lose control of to get back under the limit.

GRAVE BANE (Death)


School necromancy; Level cleric 4, druid 5, inquisitor 5, paladin 4
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word receives a +4 sacred bonus on saves against all death spells and magic death effects. The subject cannot gain any negative levels while the wordspell with this effect word persists, but any existing before this wordspell is cast remain. The subject automatically stabilizes if brought below 0 hit points and is not slain.

Life Leech (Death)


School necromancy [evil]; Level magus 4, sorcerer/wizard 4, witch 4
Duration 1 hour/level
Saving Throw Fortitude negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 1d4 temporary negative levels. If these negative levels cause the subject to die, it rises as a ghost 1d4 days later unless buried in consecrated ground.

Boost: The negative levels from a wordspell with this effect word are permanent. Boosting this effect word increases its level by 5.

Slay (Death)


School necromancy [death, evil]; Level cleric 6, druid 7, sorcerer/wizard 6, witch 6
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 10 points of damage per caster level, to a maximum of 150 points of damage. If the save is successful, the target instead takes 3d6 points of damage + 1 per caster level (maximum +15). A wordspell with this effect word only affects living creatures.

Destruction Words

Source Ultimate Magic pg. 174
These words cause catastrophe when they are uttered, breaking and destroying all they encounter.

Damage (Destruction)


School evocation; Level bard 3, cleric 3, sorcerer/wizard 2
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes
Target Restrictions selected

This effect word causes one object within range to lose half of its maximum hit points and gains the broken condition. This item can weigh no more than 10 pounds per caster level. Magic items gain a +4 bonus on the saving throw to resist this effect + their normal bonus. Items in another creature’s possession use the save of the creature or the item, whichever is better. Artifacts are not affected by this word.

Rumble (Destruction)


School evocation [earth]; Level cleric 8, druid 8
Duration 1 round
Saving Throw see text; Spell Resistance no
Target Restrictions burst (emanation)

This effect word causes the ground within the area to shake and rumble, like an earthquake. Each creature in the area must make a Reflex save or be knocked prone and take 8d6 points of damage. If the creature makes its save, it takes half damage and is not knocked prone. Caves, cliffs, tunnels, and other natural surfaces collapse in this area, triggering a landslide and possibly burying creatures underneath. Structures take 100 points of damage from this effect, typically enough to cause wooden and masonry buildings to collapse, but not stone or reinforced masonry buildings. See page 429 of the Core Rulebook for more information on landslides and collapses.

Catastrophe (Destruction)


School evocation [air]; Level cleric 9, druid 9, witch 9
Duration 1 round/level
Saving Throw see text; Spell Resistance no
Target Restrictions burst (emanation)

This effect word causes heavy clouds to form in the sky above the area of wordspell with this effect word. The area is pelted by heavy rain and hail, obscuring vision and making ranged attacks impossible. Melee attacks take a 20% miss chance. Creatures in the area take 4d6 points of damage from pounding hail at the start of their turn. In addition, the caster can call down a bolt of lightning once per turn that deals 1d6 points of electricity damage per caster level. The caster can split this bolt to hit as many targets as she likes and can divide the damage dice up among the targets as she sees fit. The targets receive a Reflex save to halve the damage. Targets that fail are also knocked prone by the force of the blast. The ground in the area of a wordspell with this effect word is considered difficult terrain for the duration, but not for the caster.

Detection Words

Source Ultimate Magic pg. 174
Detection words are used to learn things that simple observation cannot. They reveal secrets and uncover hidden things. Detection words are special in that they can be combined with other words from the Detection group in the same wordspell. Detection words cannot be combined with any other group’s effect words within the same wordspell.

Sense Magic (Detection)


School divination; Level bard 0, cleric 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Duration concentration, up to 1 minute/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions cone

A wordspell with this effect word detects magic auras. By concentrating each round, the caster can determine the number and location of each aura in the target area. He can make a Knowledge (arcana) skill check to determine the school of each aura (one check per aura, the DC of this check is 15 + the spell level or 15 + 1/2 the caster level for a nonspell effect). If the aura radiates from a magic item, the caster can attempt to identify the item’s properties as if using detect magic (see Spellcraft). If the aura emanates from a spell of 7th level or higher, or is a nonspell effect with a caster level of 12th or higher, the caster knows that the aura is strong, even if the Knowledge check to identify the school is unsuccessful.

Sense Alignment (Detection)


School divination; Level cleric 1, inquisitor 1, paladin 1
Duration concentration, up to 1 minute/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions cone

This effect word detects one or more alignments. When cast, the wordcaster selects one of the following alignments: chaos, evil, good, or law. By concentrating, he can sense the presence and source of that alignment in the wordspell area. If the source is a creature with more than 25 Hit Dice, an outsider, cleric, or paladin with more than 4 Hit Dice, or a magic item or spell with a caster level greater than 16th, the caster knows that aura is strong.

Boost: The caster can select two alignments to detect. Boosting this effect word increases its level by 1.

Boost: The caster can detect all four alignments (although this does not allow him to detect neutral objects or creatures). Boosting this effect word increases its level by 2.

Sense Thoughts (Detection)


School divination; Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
Duration concentration, up to 1 minute/level (D)
Saving Throw Will negates; Spell Resistance no
Target Restrictions cone

This effect word allows the caster to detect the surface thoughts of creatures in the target area. By focusing on one creature in the area, the caster can read the surface thoughts of that creature. The caster must be otherwise aware of the creature to focus on it. A Will save prevents the caster from reading the creature’s thoughts for the duration of a wordspell with this effect word. If the target has an Intelligence score at least 10 higher than the caster and it makes its Will save, the target can instead read the surface thoughts of the caster for the duration of the of the wordspell with this effect word, while the wordcaster receives no insight. Each round, the caster can focus on a new creature if he desires.

Sense Hidden (Detection)


School divination; Level alchemist 2, bard 2, cleric 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2
Duration concentration, up to 1 minute/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions cone

This effect word allows the caster to see invisible creatures and objects. The caster can sense that the objects and creatures are hidden in this way, but he can still see them normally.

Boost: The caster can see through illusions, see the true form of polymorphed creatures and objects, and locate creatures protected by spells and effects that grant concealment. The caster also receives a +4 circumstance bonus on saves against illusion spells and effects. Boosting this effect word increases its level by 4.

Dispelling Words

Source Ultimate Magic pg. 175
Dispelling words have the power to unmake magic or suppress its effects.

Surpress (Dispelling)


School abjuration; Level bard 2, cleric 2, druid 2, inquisitor 2, magus 2, paladin 2, sorcerer/wizard 2, summoner 2, witch 2
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The caster of a wordspell with this effect word selects one spell effect that affects a willing target. The caster must then make a caster level check with a DC of 11 + the caster level of the spell effect. If successful, that spell effect is suppressed for the duration of this spell. If the suppressed spell has a limited duration, that duration continues to expire while this spell is in effect.

Boost: The caster can target creatures that are not willing. The targets receive a saving throw to negate this effect word, and the caster must overcome the target’s spell resistance. Boosting this effect word increases its level by 1.

Resist Arcana (Dispelling)


School abjuration; Level alchemist 5, cleric 5, inquisitor 5, sorcerer/wizard 6, summoner 6
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word gains spell resistance equal to 12 + the caster’s level.

Unmake (Dispelling)


School abjuration; Level bard 5, cleric 5, druid 5, inquisitor 6, magus 6, sorcerer/wizard 5, summoner 6, witch 5
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
Target Restrictions selected

The caster of a wordspell with this effect word unravels all of the magic effects affecting the target of the wordspell with this effect word. The caster must make a caster level check. The result of this check is compared to the caster level + 11 of every spell affecting the target. If successful, that spell effect immediately ends. The target can make a Will saving throw. If successful, this wordspell only attempts to unmake the highest-level spell affecting the target.

Negation (Dispelling)


School abjuration; Level cleric 8, sorcerer/wizard 6
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions burst

This effect word creates an area in which magic does not function. All magic effects are suppressed while inside the area. As a result, this word cannot be combined with other effect words. Magic effects cannot cross through the area. Time spent within the field counts against the duration of the suppressed effects. Summoned and incorporeal creatures cannot enter the area and are immediately forced to the nearest edge if inside the area when it forms. Objects still maintain their function while in the area, so a sword still cuts, even if it loses its magical properties.

Divination Words

Source Ultimate Magic pg. 176
Words from this family uncover answers and scry across vast distances.

Beacon (Divination)


School divination; Level bard 0, druid 0, ranger 1
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

When a wordspell with this effect word is cast, the exact location of the caster becomes a fixed point. For the duration of the wordspell, the caster always knows the direction and distance to the point where this wordspell was cast. If this word is cast again, the original casting immediately ends. This effect does not instruct the caster on how to reach the point, but rather merely indicates the direction to the point, even if that direction leads through solid objects and other hazards.

Far Sight (Divination)


School divination (scrying); Level bard 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

The caster of a wordspell with this effect word creates an invisible eye at any point within 400 feet + 40 feet per caster level. This sensor cannot move, but for the duration of the wordspell, the caster can look through this eye as if it were her own. The eye uses her senses, including magical ones, to allow her to see, including darkvision, low-light vision, or other effects, such as sense magic. The eye can view in all directions and cannot be destroyed if discovered.

Boost: This sensor can be placed anywhere on the same plane of existence as the caster, with no limit to range. The caster can place it to within 10 feet of a creature that is known to the caster, but the target gets a Will save to negate the effect in this case and the caster must overcome the target’s spell resistance. Boosting this effect word increases its level by 2.

Locate (Divination)


School divination; Level bard 6, cleric 6, druid 6, inquisitor 6, witch 6
Duration 10 minutes/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

The caster of a wordspell with this effect word can name any location she has visited before or any object she has held before. For the duration of this wordspell, she always knows the direction of the named location or object. The direction is always the swiftest path to travel, leading her perfectly through mazes or other obstacles by the method the wordcaster is currently traveling, irrespective of danger.

Electricity Words

Source Ultimate Magic pg. 176
Spells using electricity words crackle with life and leap from target to target in arcs of burning light.

Spark (Electricity)


School evocation [electricity]; Level druid 0, magus 0, sorcerer/wizard 0, witch 0
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d4 points of electricity damage. If the wordspell with this effect word has only a single target, it requires a melee or ranged touch attack and does not allow a saving throw.

Shock Arc (Electricity)


School evocation [electricity]; Level magus 1, sorcerer/wizard 1, witch 1
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d4 points of electricity damage per caster level (maximum 5d4).

Lightning Blast (Electricity)


School evocation [electricity]; Level druid 3, magus 3, sorcerer/ wizard 3, witch 3
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d6 points of electricity damage per caster level (maximum 10d6).

Ball Lightning (Electricity)


School evocation [electricity]; Level druid 5, magus 5, sorcerer/ wizard 5, witch 6
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes


Target Restrictions selected This effect word deals 1d8 points of electricity damage per caster level (maximum 15d8 to one target + 1/2 that damage to any other targets included in the effect).

Thunder Strike (Electricity)


School evocation [electricity]; Level druid 8, sorcerer/wizard 8, witch 9
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d8 points of electricity damage per caster level (maximum 20d8). In addition, a target that fails its saving throw against this damage is deafened for 1 round per caster level.

Fear Words

Source Ultimate Magic pg. 177
These words conjure a primal terror in all that hear them.

Spook (Fear)


School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance Yes
Target Restrictions selected

This effect word causes the target to become frightened for the duration. This word has no effect on targets with 5 or more Hit Dice.

Terror (Fear)


School necromancy [fear, mind-affecting]; Level bard 3, inquisitor 4, sorcerer/wizard 4, witch 4
Duration 1 round/level
Saving Throw Will negates; Spell Resistance Yes

This effect word causes the targets to become frightened for the duration. A target that succeeds at its saving throw is shaken for 1 round.

Horror (Fear)


School necromancy [fear, mind-affecting]; Level sorcerer/ wizard 7, witch 7
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance Yes
Target Restrictions selected

This effect word causes the target to take 10 points of damage per caster level. If the save succeeds, the target instead takes 3d6 points of damage + 1 per caster level.

Fire Words

Source Ultimate Magic pg. 177
Spells using fire words burn with a hungry flame that consumes all it encounters.

Flame Jet (Fire)


School evocation [fire]; Level druid 0, magus 0, sorcerer/ wizard 0
Duration instantaneous
Saving Throw Reflex half; Spell Resistance Yes

This effect word deals 1d4 points of fire damage. If the wordspell with this effect has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.

Burning Flash (Fire)


School evocation [fire]; Level druid 2, inquisitor 2, magus 1, sorcerer/wizard 1, witch 1
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d4 points of fire damage per caster level (maximum 5d4). If the wordspell with this effect word has only a single target, it requires a ranged touch attack to hit and does not allow a saving throw.

Boost: This spell deals 1d6 points of fire damage per caster level, maximum 5d6. Boosting this effect word increases its level by 1.

Fire Blast (Fire)


School evocation [fire]; Level magus 3, sorcerer/wizard 3
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d6 points of fire damage per caster level (maximum 10d6).

Cinder Storm (Fire)


School evocation [fire]; Level cleric 5, druid 5, inquisitor 5, magus 5, sorcerer/wizard 5, summoner 5
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d6 points of fire damage per caster level (maximum 15d6).

Inferno (Fire)


School evocation [fire]; Level druid 8, sorcerer/wizard 8
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d8 points of fire damage per caster level (maximum 20d8).

True Fire (Fire)


School evocation [fire]; Level druid 9, sorcerer/wizard 9
Duration instantaneous
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word deals 1d6 points of fire damage per caster level (maximum 20d6).

Flight Words

Source Ultimate Magic pg. 177
These words allow those who know them to soar through the heavens—slowing falls with weaker wordspells, but gaining true flight with the greatest one.

Glide (Flight)


School transmutation; Level alchemist 1, bard 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word falls at a rate of 20 feet per round, and for every 5 feet fallen in this way, can move horizontally 20 feet, up to a maximum of 80 feet per round. Regardless of the circumstances, the target can never gain elevation with this effect, and the wordspell with this effect word immediately ends the next time the target lands on a solid surface. If the spell ends while the subject is still gliding, the subject falls as normal.

Float (Flight)


School transmutation; Level alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word can float in the air, rising or falling at a rate of 30 feet per round as a move action. This effect only allows for vertical movement, but other forces might allow the target to move horizontally as well. The caster has no control over this movement, but can end a wordspell with this effect word prematurely as an immediate action.

Soar (Flight)


School transmutation; Level alchemist 3, cleric 4, magus 3, sorcerer/wizard 3, summoner 3, witch 3
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word gains a fly speed of 60 feet with average maneuverability (40 feet if encumbered or wearing medium or heavy armor). The target also receives an insight bonus on Fly skill checks equal to 1/2 the caster’s level.

Force Words

Source Ultimate Magic pg. 178
These words use raw magic to create pure force.

Force Bolt (Force)


School evocation [force]; Level magus 2, sorcerer/wizard 2
Duration instantaneous
Saving Throw none; Spell Resistance Yes
Target Restrictions selected

This effect word deals 1d4 points of force damage per caster level (maximum 5d4). This effect is treated like a magic missile for the purposes of spells that negate or absorb force effects.

Force Blast (Force)


School evocation [force]; Level magus 5, sorcerer/wizard 5
Duration instantaneous
Saving Throw Reflex half; Spell Resistance Yes

This effect word deals 1d6 points of force damage per caster level (maximum 10d6).

Gravity Words

Source Ultimate Magic pg. 179
Words from the gravity family use an unseen force to manipulate objects and creatures.

Lift (Gravity)


School transmutation; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0
Duration concentration
Saving Throw none; Spell Resistance no
Target Restrictions personal

This effect word grants the caster the ability to lift and move nonmagical objects weighing up to 5 pounds at a distance of up to 25 feet + 5 feet per two levels of the caster. Objects moved by this effect can be moved up to 15 feet per round and cannot be used to make attacks.

Unfetter (Gravity)


School transmutation; Level druid 7, sorcerer/wizard 6
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

This effect word makes the bonds of gravity work in reverse for the targets, causing them to fall up for the duration. They treat up as down and down as up. This can cause the creatures to take falling damage when they hit the ceiling or another surface above them. This effect applies to the targets and all of their gear, so long as it remains on their person. Thrown and missile weapons interact with gravity normally, but the disorientation caused by unfetter means the target takes a –4 penalty on such attacks. When a wordspell with this effect word ends, the targets fall to the ground unless they have some means of staying aloft.

Repulse (Gravity)


School transmutation; Level cleric 9, druid 9, sorcerer/wizard 8, summoner 6, witch 8
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Target Restrictions burst (emanation)

This effect word creates an area of impossible gravity, where all creatures and objects not securely fastened to the ground fall away from the center of the burst, to its exterior edge. Creatures inside the area when it forms are immediately moved toward its nearest edge. If, because of an obstacle, they cannot reach the edge, they strike the barrier and take falling damage. While a wordspell with this effect word persists, objects cannot enter the area unless they possess the ability to fly. Any flying creatures that rely on wings and enter the area must immediately make a DC 25 Fly skill check or be repelled by the area, unable to enter this turn. Missile weapons that pass through this area automatically miss their target. The caster is immune to this effect and may enter the area freely.

Boost: The caster may designate a number of creatures equal to his level that are not affected by the wordspell.

Healing Words

Source Ultimate Magic pg. 179
Healing words knit the flesh and soothe the body, repairing even the most grievous harm.

Soothing Touch (Healing)


School conjuration (healing); Level cleric 0, druid 0, inquisitor 0, paladin 1, witch 0
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
Target Restrictions personal, selected

If the target of a wordspell with this effect word is dying, it is automatically stabilized.

Boost: The target of a wordspell with this effect word is cured of the shaken, sickened, or fatigued condition (caster’s choice). Boosting this effect word increases its level by 1.

Lesser Cure (Healing)


School conjuration (healing); Level alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
Duration instantaneous
Saving Throw Will half (harmless) or Will half; Spell Resistance yes (harmless)
Target Restrictions personal, selected

The target of a wordspell with this effect word is cured of 1d6 points of damage + 1 point per caster level (maximum +5). Undead are damaged by this effect word instead, but can attempt a Will save for half damage and spell resistance as normal.

Boost: The target is cured of 1d8 points of damage + 1 point per caster level (maximum +5).

Moderate Cure (Healing)


School conjuration (healing); Level alchemist 2, bard 2, cleric 2, druid 3, inquisitor 2, paladin 3, ranger 3, witch 2
Duration instantaneous
Saving Throw Will half (harmless) or Will half; Spell Resistance yes (harmless)
Target Restrictions personal, selected

The target of a wordspell with this effect word is cured of 2d6 points of damage + 1 point per caster level (maximum +10). Undead are damaged by this effect word, but can attempt a Will save for half damage and spell resistance as normal.

Boost: The target is cured of 2d8 points of damage + 1 point per caster level (maximum +10).

Greater Cure (Healing)


School conjuration (healing); Level alchemist 3, bard 3, cleric 3, druid 4, inquisitor 3, paladin 4, ranger 4, witch 4
Duration instantaneous
Saving Throw Will half (harmless) or Will half; Spell Resistance yes (harmless)
Target Restrictions personal, selected

The target of a wordspell with this effect word is cured of 3d6 points of damage + 1 point per caster level (maximum +15). Undead are damaged by this effect word, but can attempt a Will save for half damage and spell resistance as normal.

Boost: The target is cured of 3d8 points of damage + 1 point per caster level (maximum +15).

Elder Cure (Healing)


School conjuration (healing); Level alchemist 4, bard 4, cleric 4, druid 5, inquisitor 4, witch 5
Duration instantaneous
Saving Throw Will half (harmless) or Will half; Spell Resistance yes (harmless)
Target Restrictions personal, selected

The target of a wordspell with this effect word is cured of 4d6 points of damage + 1 point per caster level (maximum +20). Undead are damaged by this effect word, but can attempt a Will save for half damage and spell resistance as normal.

Boost: The target is cured of 4d8 points of damage + 1 point per caster level (maximum +20).

Illusion Words

Source Ultimate Magic pg. 180
These words deceive the senses, leaving those that witness them unsure of the world around them.

Echo (Illusion)


School illusion (figment); Level bard 0, sorcerer/wizard 0
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Target Restrictions burst (emanation)

This effect word targets a single location, creating a sound that rises, recedes, or remains constant for the duration. The sound’s volume increases with the caster’s level. The base Perception DC to notice this sound is 0, but the DC is reduced by 1 per caster level (although it can be higher if the caster desires). This means that the sound starts out as loud as a creature talking, but by 10th level, it is as loud as creatures engaged in a noisy battle. The sound can resemble anything the caster desires, except it cannot replicate speech or language. Once cast, the type of sound within the emanation cannot be changed.

Glimmering (Illusion)


School illusion (figment); Level bard 2, sorcerer/wizard 3
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no
Target Restrictions burst (emanation)

This effect word creates a visual illusion centered on a target space within range. The illusion must be contained within the burst radius. This illusion only contains visual elements, and while it can move, its movements are repeated once per round. It can otherwise have any appearance the caster desires. The caster can change the illusion’s movements by concentrating, but it cannot leave its initial area.

Illumination Words

Source Ultimate Magic pg. 180
Illumination words can either create light or siphon it away, instead creating darkness.

Radiance (Illumination)


School evocation; Level bard 1, cleric 1, druid 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions burst (emanation)

The area of a wordspell with this effect word radiates light like a torch for the duration, shedding normal light in the wordspell’s area and increasing the light level for an additional 20 feet by one step, up to normal light.

Gloom (Illumination)


School evocation; Level bard 2, cleric 2, magus 2, sorcerer/ wizard 2, witch 2
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions burst (emanation)

The target of a wordspell with this effect word radiates darkness out to a range of 20 feet, negating all natural light sources and all magical light sources of a level lower than the wordspell. It reduces the natural light level by one step. A wordspell with this effect word has no effect on an area that is already dark.

Sunshine (Illumination)


School evocation; Level bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions burst (emanation)

The target of a wordspell with this effect word radiates shining white light for the duration of the spell, shedding bright light in the wordspell’s area and increasing the light level for an additional 30 feet by one step, up to bright light. Creatures that take penalties in bright light take those penalties while in the wordspell’s area, but it is not true sunlight and does not damage or destroy creatures vulnerable to real sunlight.

Language Words

Source Ultimate Magic pg. 180
Words from this family deal with language and help with communication.

Decipher (Language)


School divination; Level alchemist 1, bard 0, cleric 0, druid 0, inquisitor 0, magus 0, paladin 1, ranger 1, sorcerer/wizard 0, summoner 0, witch 0
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

The target of a wordspell with this effect word can read text written in one particular language, including the language of magic. The caster picks the language when the wordspell is cast. For the duration, the target can read that language as if fluent in it. If the caster chooses magic as the language, the target can decipher scrolls, glyphs, and other magic writing without triggering them. A wordspell with this effect word does not impart the ability to determine what a given language is based on its appearance; the caster must already know the language or guess what language the writing is in to do so.

Boost: This effect word can use the selected target word. Boosting this effect word increases its level by 1.

Translate (Language)


School divination; Level alchemist 3, bard 2, cleric 4, sorcerer/ wizard 3, witch 3
Duration 10 minutes/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word can read, write, speak, and understand one particular language, chosen by the caster. The language can be any that the caster is aware of, even racial languages.

Far Casting (Language)


School divination; Level bard 5, cleric 5, sorcerer/wizard 5, witch 5
Duration concentration
Saving Throw none; Spell Resistance no
Target Restrictions personal

The target of a wordspell with this effect word can reach out to another willing creature that the target knows of and that is on the same plane of existence as the target. As long as the wordcaster concentrates, the target can communicate verbally with the willing creature, and the willing creature can communicate back. The target and the willing creature do not need to share a language to communicate in this way.

Boost: This word can use the selected target word. Boosting this effect word increases its level by 1.

Life Words

Source Ultimate Magic pg. 181
Spells using these words can restore life to the dead and heal the most serious of afflictions.

Purify (Life)


School conjuration (healing); Level alchemist 4, bard 4, cleric 4, druid 4, inquisitor 4, paladin 4, ranger 4
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
Target Restrictions personal, selected

When a wordspell with this effect word is cast, the wordcaster chooses one type of affliction: curses, diseases, or poisons. The target of a wordspell with this effect word receives a new saving throw to immediately end all such afflictions of the chosen type currently affecting the target. The DC of this save is equal to the original DC of the affliction. The target must roll a saving throw for each affliction individually. If the affliction does not allow a saving throw, this effect word cannot remove that affliction.

Alternatively, a wordspell with this effect word can be used to remove 1d4 temporary negative levels possessed by the target, or 1 permanent negative level.

Revive (Life)


School conjuration (healing); Level cleric 5, druid 5, witch 5
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
Target Restrictions selected

This effect word restores life to a living creature that has died within up to 1 hour per caster level. The soul of the target receives a clear image of the caster, and can choose not to return, causing the wordspell to fail. If the soul is willing, the target does not receive a saving throw.

The target is restored to life with 1 hit point, unless another effect word adds to this total. In addition, the target loses 50% of any prepared spells or spell slots it had before it died (determined randomly). Coming back from the dead in this way is an ordeal, and the target gains three permanent negative levels from the experience (if the target does not have at least 4 Hit Dice, a wordspell with this effect word has no effect).

While this effect word undoes any mortal wounds the target might possess, its body must otherwise be whole for the effect word to function. Any missing parts are still missing when the creature is restored. Normal poisons and diseases are cured as well, but magical afflictions remain. Undead creatures are unaffected by a wordspell with this effect word, as are the dead bodies of creatures that were undead. Constructs and outsiders cannot be restored to life by this effect word. Targets that died as a result of old age cannot be restored to life by this effect word.

Life Touch (Life)


School conjuration (healing); Level cleric 8, witch 8
Duration instantaneous
Saving Throw none; Spell Resistance yes (harmless)
Target Restrictions selected

This effect word functions as revive, but it can be used on a creature that has been dead for up to 1 day per caster level. The creature is restored with half its original hit points, and its body does not need to be whole (just a piece of the creature is required). Any parts of the creature that were missing before its death are not restored by this effect word. The creature gains only one permanent negative level from being restored by this effect word, and this negative level fades after 24 hours (although it can be removed early as normal). The creature retains all of the prepared spells and slots it had when it died.

Pain Words

Source Ultimate Magic pg. 181
The mere sound of these words causes agony in those unfortunate enough to hear them.

Cramp (Pain)


School necromancy; Level bard 0, cleric 0, inquisitor 0, sorcerer/wizard 0, witch 0
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes

The targets of a wordspell with this effect word have their base speed reduced by half (minimum 10 feet).

Wrack (Pain)


School necromancy; Level bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes

The targets of a wordspell with this effect word are sickened.

Torture (Pain)


School necromancy; Level bard 3, inquisitor 3, sorcerer/ wizard 3, witch 3
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes

The targets of a wordspell with this effect word are nauseated; they receive another save at the end of their turn to end this effect.

Power Words

Source Ultimate Magic pg. 182
Perhaps the most primal effect words, power words draw upon raw magic, using it to cripple and even kill the wordcaster’s foes.

Blind (Power)


School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 7
Duration varies, see text
Saving Throw none; Spell Resistance yes
Target Restrictions selected

This effect word causes a living creature to become blinded, whether or not the creature can hear the wordspell. This effect word’s duration depends on the target’s current hit point total. Any creature that currently has 201 hit points or more is unaffected.

Hit PointsDuration
50 or lessPermanent
51-1001d1+1 minutes
101-2001d4+1 rounds


Stun (Power)


School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8
Duration varies, see text
Saving Throw none; Spell Resistance yes
Target Restrictions selected

This effect word causes a living creature to become stunned, whether or not the creature can hear the wordspell with this effect word. This effect word’s duration depends on the target’s current hit point total. Any creature that currently has 151 hit points or more is unaffected.

Hit PointsDuration
50 or less4d4 rounds
51-1002d4 rounds
101-1501d4 rounds


Kill (Power)


School enchantment (compulsion) [death, mind-affecting]; Level sorcerer/wizard 9
Duration instantaneous
Saving Throw none; Spell Resistance yes
Target Restrictions selected

This effect word slays one living creature, whether or not the creature can hear the wordspell with this effect word. Any creature that currently has 101 hit points or more is unaffected.

Sonic Words

Source Ultimate Magic pg. 182
Sonic words utilize sound to deafen and damage those that hear them.

Discordant Note (Sonic)


School evocation [sonic]; Level bard 2, cleric 2, magus 2
Duration instantaneous
Saving Throw Fortitude half and partial; Spell Resistance yes

This effect word deals 1d4 points of sonic damage per caster level (maximum 5d4) and causes the targets to become staggered for 1 round. A successful Fortitude save halves the damage and negates the staggered condition.

Sound Blast (Sonic)


School evocation [sonic]; Level bard 4, magus 4, sorcerer/ wizard 4
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This effect word deals 1d6 points of sonic damage per caster level (maximum 10d6).

Destructive Vibration (Sonic)


School evocation [sonic]; Level bard 6, sorcerer/wizard 7
Duration instantaneous, 1 round/level, see text
Saving Throw Fortitude half and negates; Spell Resistance yes
Target Restrictions line

This effect word deals 1d6 points of sonic damage per caster level (maximum 15d6) and causes the targets to become deafened for 1 round per level. A successful Fortitude save halves the damage and negates the deafened condition.

Summoning Words

Source Ultimate Magic pg. 182
These words summon creatures from other planes of existence to do the caster’s bidding.

Servitor (Summoning)


School conjuration (summoning); Level bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1, witch 1
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

A wordspell with this effect word summons a creature to do your bidding. This creature attacks your opponents to the best of its ability each turn if able. If you can communicate with the creature, you can direct its attacks or instruct it to perform other actions. A wordspell with this effect word summons one creature from Table 10–1 from the 1st-level list. If a wordspell with this effect word is cast by a ranger or druid, it instead summons a creature from Table 10–2 from the 1st-level list.

A summoned creature cannot summon or conjure other creatures, nor can its use teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using a wordspell with this effect word cannot use spells or spell-like abilities with expensive material components.

If a wordspell with this effect word is used to summon a creature with an alignment or elemental subtype, it is a wordspell of that type. Creatures marked with an asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. If you are neutral, you may choose which template to apply. Creatures summoned using a wordspell with this effect word that lack an alignment or elemental subtype always have an alignment that matches yours, regardless of their usual alignment.

If you combine this word with any other effect words, the summoned creature is the only target for these words. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor II (Summoning)


School conjuration (summoning); Level bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 2nd-level list. If a wordspell with this effect word is cast by a ranger or druid, it instead summons a creature from Table 10–2 from the 2nd-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor III (Summoning)


School conjuration (summoning); Level bard 3, cleric 3, druid 3, ranger 3, sorcerer/wizard 3, witch 3
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 3rd-level list. If a wordspell with this effect word is cast by a ranger or druid, it instead summons a creature from Table 10–2 from the 3rd-level list. If the target word is boosted, a spell with this effect word summons 1d4+1 of the chosen creatures.

Servitor IV (Summoning)


School conjuration (summoning); Level bard 4, cleric 4, druid 4, ranger 4, sorcerer/wizard 4, summoner 3, witch 4
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 4th-level list. If a wordspell with this effect word is cast by a ranger or druid, it instead summons a creature from Table 10–2 from the 4th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor V (Summoning)


School conjuration (summoning); Level bard 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 5th-level list. If a wordspell with this effect word is cast by a druid, it instead summons a creature from Table 10–2 from the 5th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor VI (Summoning)


School conjuration (summoning); Level bard 6, cleric 6, druid 6, sorcerer/wizard 6, summoner 4, witch 6
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 6th-level list. If a wordspell with this effect word is cast by a druid, it instead summons a creature from Table 10–2 from the 6th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor VII (Summoning)


School conjuration (summoning); Level cleric 7, druid 7, sorcerer/wizard 7, summoner 5, witch 7
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 7th-level list. If a wordspell with this effect word is cast by a druid, it instead summons a creature from Table 10–2 from the 7th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor VIII (Summoning)


School conjuration (summoning); Level cleric 8, druid 8, sorcerer/wizard 8, witch 8
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I, except that it summons one creature from Table 10–1 from the 8thlevel list. If a wordspell with this effect spell is cast by a druid, it instead summons a creature from Table 10–2 from the 8th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Servitor IX (Summoning)


School conjuration (summoning); Level cleric 9, druid 9, sorcerer/wizard 9, summoner 6, witch 9
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions selected

This effect word functions as servitor I except that it summons one creature from Table 10–1 from the 9th-level list. If a wordspell with this effect word is cast by a druid, it instead summons a creature from Table 10–2 from the 9th-level list. If the target word is boosted, a wordspell with this effect word summons 1d4+1 of the chosen creatures.

Teleportation Words

Source Ultimate Magic pg. 184
Teleportation words transport the targets to other places, or even other planes of existence.

Dimensional Hop (Teleportation)


School conjuration (teleportation); Level bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected A wordspell with this effect word teleports willing targets to another location within line of sight of the wordcaster and within range of the wordspell.

Dimensional Jump (Teleportation)


School conjuration (teleportation); Level magus 5, sorcerer/ wizard 5, summoner 5, witch 5
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

A wordspell with this effect word teleports willing targets to another location on the same plane of existence. The wordcaster must be one of the targets of a wordspell with this effect word and the destination must be a place he has visited in the past.

Dimensional Shift (Teleportation)


School conjuration (teleportation); Level cleric 5, sorcerer/ wizard 7, witch 7
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

A wordspell with this effect word teleports willing targets to another plane of existence. The caster must be one of the targets of a wordspell with this effect word. The wordcaster cannot precisely control the destination, except for specifying the plane and having the targets arrive within 5–500 miles of the intended location.

Dimensional Gate (Teleportation)


School conjuration (teleportation); Level cleric 8, sorcerer/ wizard 9
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions burst (emanation)

A wordspell with this effect word creates a gateway between the wordcaster’s current plane and another plane of existence. While this gate is open, creatures, spells, effects, and objects from either plane can freely pass between the planes through the gateway, which takes the form of an archway dividing the emanation in half. The wordcaster cannot control the destination on the other plane and the target will arrive within 5–500 miles of the intended location.

Time Words

Source Ultimate Magic pg. 185
Spells containing time words alter the flow of time, speeding it up or slowing it down.

Fleet (Time)


School transmutation; Level druid 1, ranger 1
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

The target of a wordspell with this effect word has its base land speed increased by 10 feet for the duration of this effect word.

Dash (Time)


School transmutation; Level alchemist 1, bard 1, inquisitor 1, magus 1, sorcerer/wizard 1, summoner 1
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Target Restrictions personal

The target of a wordspell with this effect word has its base land speed increased by 30 feet for the duration of this effect word.

Accelerate (Time)


School transmutation; Level alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word can take one additional move action each turn. This move action can come before, after, or between other actions, but not during a fullround action.

Boost: If the target takes a full-attack action, it can, instead of taking an extra move action, make one additional attack at its highest attack bonus.

Decelerate (Time)


School transmutation; Level bard 2, magus 2, sorcerer/wizard 2, summoner 2
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word is staggered for this effect word’s duration. The target is allowed a new saving throw against this effect word at the end of each of its turns; a successful save ends the duration of this effect word.

Boost: The target of a wordspell with this effect word does not receive any additional saving throws to end the effect. If the target fails the first saving throw, it is staggered for the entire duration.

Predict (Time)


School divination; Level cleric 2, witch 2
Duration instantaneous
Saving Throw none; Spell Resistance no
Target Restrictions personal

The target of a wordspell with this effect word is cast (maximum once per round) can look into the future of one particular action that will happen within the next hour and determine whether or not it is likely to have good or bad results. This prediction is not guaranteed; there is only a 70% chance of receiving an accurate prediction + 1% per caster level. If this check fails, the results are incorrect. The only information the target receives is “weal” for a good outcome, “woe” for a bad outcome, or both for outcomes that are both good and bad, or that are or neutral in regard to the caster. Additional castings concerning the same course of action always reveal the same results.

Borrow Future (Time)


School transmutation; Level alchemist 4, bard 4, magus 4, sorcerer/wizard 4, summoner 4
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

The target of a wordspell with this effect word takes either a standard action and a move action or a full-round action immediately after a wordspell with this effect word is cast (maximum once per round). The target skips its next turn, but any effects that would occur on its turn or spell effects that would expire on its turn occur normally. The target is not helpless on its next turn, but can take no actions.

Boost: Instead of losing its next turn, the target of a wordspell with this effect word is staggered on its next turn.

Control Time (Time)


School transmutation; Level sorcerer/wizard 9
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected

Time around the target of a wordspell with this effect word comes to a halt, allowing the target to take 1d4 standard actions before time resumes. All other creatures and objects are immune to the target during these additional actions. Other creatures cannot even be targeted while time is stopped in this way. The target can cast spells and use items on his person at the time of the casting as normal.

Wall Words

Source Ultimate Magic pg. 186
Wall words create large barriers that impede and harm those who pass through them.

Wind Wall (Wall)


School evocation [air]; Level cleric 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3
Duration 1 round/level
Saving Throw none; Spell Resistance yes
Target Restrictions barrier

This effect word creates a vertical wall of swirling wind. This wind does not obscure sight, but missile weapons that pass through the wall automatically miss (with the exception of large missiles, such as giant-thrown rocks and siege weapons). Creatures that pass through the wall treat it as difficult terrain and must make a DC 10 Strength check. Failure indicates that the creature cannot pass through the wall this round, but may try again in future rounds. Gases, gaseous breath weapons, and creatures in gaseous form cannot pass through the wall.

Fire Wall (Wall)


School evocation [fire]; Level druid 4, magus 4, sorcerer/ wizard 4, summoner 4
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance yes
Target Restrictions barrier

This effect word creates a vertical wall of crackling flame. Creatures in the space of the wall when it forms or that attempt to pass through the wall take 2d6 points of fire damage + 1 point of fire damage per level of the wordcaster (maximum +20). A Reflex save halves this damage. The wall blocks line of sight.

Ice Wall (Wall)


School evocation [cold]; Level druid 4, magus 4, sorcerer/ wizard 4, summoner 4
Duration 1 round/level
Saving Throw none; Spell Resistance yes
Target Restrictions barrier

This effect word creates a vertical wall of solid ice. The wall must be a smooth, uninterrupted surface when formed. The wall is 1 inch thick per caster level and has 3 hit points per inch of thickness. The wall blocks line of sight.

Stone Wall (Wall)


School conjuration (creation); Level cleric 5, druid 6, magus 5, sorcerer/wizard 5, summoner 5
Duration 1 round/level
Saving Throw none; Spell Resistance yes
Target Restrictions barrier

This effect word creates a vertical wall of solid stone. The wall must be a smooth, uninterrupted surface when formed. The wall is 1 inch thick per caster level, has hardness 8, and has 15 hit points per inch of thickness. The wall blocks line of sight.

Blade Wall (Wall)


School conjuration (creation); Level cleric 6, summoner 5
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance yes
Target Restrictions barrier

This effect word creates a vertical wall of whirling blades that deals 1d6 points of damage per level to any creature that comes in contact with it. If a creature is in the area of the wall when it forms, that creature can make a Reflex save to avoid the damage entirely. Creatures that pass through the wall can make a Reflex save to halve the damage. Regardless of the outcome of their roll, they still move through the wall. This wall provides cover to creatures on the other side, but does not block line of sight.

Weather Words

Source Ultimate Magic pg. 186
Words from the weather family control the forces of nature, summoning wind, rain, and snow.

Fog Bank (Weather)


School conjuration (creation); Level cleric 1, druid 1, sorcerer/ wizard 1, witch 1
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions barrier, burst (emanation)

This effect word creates a thick fog in its area of effect. It obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, whereas creatures farther away have total concealment. A moderate wind or fire effect removes the fog in the affected area. The fog is stationary.

Boost: If a wordspell with this effect word uses the burst target word, it can be directed to move up to 10 feet each round by the caster as a swift action.

Wind Blast (Weather)


School evocation [air]; Level druid 2, sorcerer/wizard 3
Duration 1 round
Saving Throw Fortitude negates; Spell Resistance yes
Target Restrictions line

This effect word creates a blast of air that can knock over or hinder those in its path. When a wordspell with this effect word is cast, any Large or smaller creature within the area of the wordspell must make a Fortitude save or be knocked prone and pushed back 10 feet. Any creature wishing to move through the line of air must make a DC 20 Strength check. Failure means the creature wastes 5 feet of movement, but is otherwise unhindered and can continue to move (so long as it does not move through the line of air). The DC increases to 30 if the creature attempts to move toward the source of the wind. Flying creatures take a –4 penalty on saves and Strength checks made against this effect.

Blizzard (Weather)


School conjuration (creation); Level druid 3, magus 3, sorcerer/ wizard 3, witch 3
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions burst (emanation)

This effect word causes heavy snow to fall in the area of effect. This provides concealment as the fog bank effect word, but it cannot be removed by wind. In addition, the ground in the area of effect is treated as difficult terrain for the duration and as being very slippery for the purposes of Acrobatics and Climb skill checks.

Boost: Each creature in the area of effect takes 2d6 points of cold damage each round at the end of its turn. Boosting this effect word increases its level by 1.

Storm Master (Weather)


School transmutation; Level cleric 7, druid 7, sorcerer/wizard 7, witch 7
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Target Restrictions personal

A word spell with this effect word grants the target the ability to alter the weather around it in a 1-mile radius. The target can change the conditions by shifting the weather one step at a time up or down a scale of weather effects. The scale is as follows: freezing cold, blizzard, snow, cold rain, cold wind, calm, warm wind, warm rain, thunderstorm, tornado, extreme heat. Each change takes 10 minutes to fully take effect. Thus if the weather currently features warm wind and the caster wanted to change that to cold wind, she would need to first change the weather to calm, and then to cold wind. The target cannot control the specifics of the weather, merely what type of weather is occurring (the target cannot, for example, make lightning strike a house, but it can cause lighting to strike within the area).

Boost: Each change in the weather takes only 5 minutes.

Wounding Words

Source Ultimate Magic pg. 187
Wounding words afflict the target with cuts and bruises, causing pain and tearing at its flesh.

Bleeding Wounds (Wounding)


School necromancy; Level cleric 0, inquisitor 0, sorcerer/ wizard 0, witch 0
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Target Restrictions selected

If the target of a wordspell with this effect word is dying, it takes 1 hit point of bleed damage each turn.

Boost: The target of a wordspell with this effect takes 1d3 hit points of bleed damage. Boosting this effect word increases its level by 1.

Lesser Wound (Wounding)


School necromancy; Level cleric 1, inquisitor 1, witch 1
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 1d6 points of damage + 1 point per wordcaster level (maximum +5). Undead are instead healed by this effect and do not receive a saving throw or spell resistance.

Boost: The target of a wordspell with this effect takes 1d8 points of damage + 1 point per wordcaster level (maximum +5).

Moderate Wound (Wounding)


School necromancy; Level cleric 2, inquisitor 2, witch 2
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 2d6 points of damage + 1 point per wordcaster level (maximum +10). Undead are instead healed by this wordspell and do not receive a saving throw or spell resistance.

Boost: The target takes 2d8 points of damage + 1 point per caster level (maximum +10).

Greater Wound (Wounding)


School necromancy; Level cleric 3, inquisitor 3, witch 3
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 3d6 points of damage + 1 point per wordcaster level (maximum +15). Undead are instead cured by this effect and do not receive a saving throw or spell resistance.

Boost: The target takes 3d8 points of damage + 1 point per caster level (maximum +15).

Elder Wound (Wounding)


School necromancy; Level cleric 4, inquisitor 4, witch 4
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Target Restrictions selected

The target of a wordspell with this effect word takes 4d6 points of damage + 1 point per wordcaster level (maximum +20). Undead are instead healed by this effect and do not receive a saving throw or spell resistance.

Boost: The target takes of 4d8 points of damage + 1 point per caster level (maximum +20).