Conjuration
(Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving
Throw: None
Spell
Resistance: No
A magical
arrow of acid springs from your hand and speeds to its target. You must succeed
on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid
damage with no splash damage. For every three caster levels (to a maximum of
18th), the acid, unless somehow neutralized, lasts for another round, dealing
another 2d4 points of damage in that round.
Material
Component: Powdered
rhubarb leaf and an adder’s stomach.
Focus: A dart.
Acid Fog
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft.
high
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Acid fog creates a billowing mass of misty
vapors similar to that produced by a solid fog spell. In addition to
slowing creatures down and obscuring sight, this spell’s vapors are highly
acidic. Each round on your turn, starting when you cast the spell, the fog
deals 2d6 points of acid damage to each creature and object within it.
Arcane
Material Component:
A pinch of dried, powdered peas combined with powdered animal hoof.
Acid Splash
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You fire a
small orb of acid at the target. You must succeed on a ranged touch attack to
hit your target. The orb deals 1d3 points of acid damage.
Aid
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Aid grants the target a +1 morale bonus
on attack rolls and saves against fear effects, plus temporary hit points equal
to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster
level 10th).
Air Walk
Transmutation
[Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature (Gargantuan or smaller)
touched
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
The subject
can tread on air as if walking on solid ground. Moving upward is similar to
walking up a hill. The maximum upward or downward angle possible is 45 degrees,
at a rate equal to one-half the air walker’s normal speed.
A strong
wind (21+ mph) can push the subject along or hold it back. At the end of its
turn each round, the wind blows the air walker 5 feet for each 5 miles per hour
of wind speed. The creature may be subject to additional penalties in
exceptionally strong or turbulent winds, such as loss of control over movement
or physical damage from being buffeted about.
Should the
spell duration expire while the subject is still aloft, the magic fails slowly.
The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the
ground in that amount of time, it lands safely. If not, it falls the rest of
the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling
a spell effectively ends it, the subject also descends in this way if the air
walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast
air walk on a specially trained mount so it can be ridden through the
air. You can train a mount to move with the aid of air walk (counts as a
trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal
check.
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on
a point in space
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
Alarm sounds
a mental or audible alarm each time a creature of Tiny or larger size enters
the warded area or touches it. A creature that speaks the password (determined
by you at the time of casting) does not set off the alarm. You decide at
the time of casting whether the alarm will be mental or audible.
Mental
Alarm: A mental alarm
alerts you (and only you) so long as you remain within 1 mile of the warded
area. You note a single mental “ping” that awakens you from normal sleep but
does not otherwise disturb concentration. A silence spell has no effect
on a mental alarm.
Audible
Alarm: An audible alarm
produces the sound of a hand bell, and anyone within 60 feet of the warded
area can hear it clearly. Reduce the distance by 10 feet for each interposing
closed door and by 20 feet for each substantial interposing wall.
In quiet
conditions, the ringing can be heard faintly as far as 180 feet away. The sound
lasts for 1 round. Creatures within a silence spell cannot hear the
ringing.
Ethereal or
astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency
spell.
Arcane
Focus: A tiny bell
and a piece of very fine silver wire
Align Weapon
Transmutation
[see text]
Level: Clr 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Weapon touched or fifty projectiles
(all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Align
weapon makes a
weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned
can bypass the damage reduction of certain creatures. This spell has no effect
on a weapon that already has an alignment.
You can’t
cast this spell on a natural weapon, such as an unarmed strike.
When you
make a weapon good, evil, lawful, or chaotic, align weapon is a good,
evil, lawful, or chaotic spell, respectively.
Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume
the form of a creature of the same type as your normal form. The new form must
be within one size category of your normal size. The maximum HD of an assumed
form is equal to your caster level, to a maximum of 5 HD at 5th level. You can
change into a member of your own kind or even into yourself.
You retain
your own ability scores. Your class and level, hit points, alignment, base
attack bonus, and base save bonuses all remain the same. You retain all
supernatural and spell-like special attacks and qualities of your normal form,
except for those requiring a body part that the new form does not have (such as
a mouth for a breath weapon or eyes for a gaze attack).
You keep all
extraordinary special attacks and qualities derived from class levels, but you
lose any from your normal form that are not derived from class levels.
If the new
form is capable of speech, you can communicate normally. You retain any
spellcasting ability you had in your original form, but the new form must be
able to speak intelligibly (that is, speak a language) to use verbal components
and must have limbs capable of fine manipulation to use somatic or material
components.
You acquire
the physical qualities of the new form while retaining your own mind. Physical
qualities include natural size, mundane movement capabilities (such as
burrowing, climbing, walking, swimming, and flight with wings, to a maximum
speed of 120 feet for flying or 60 feet for nonflying movement), natural armor
bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses,
racial bonus feats, and any gross physical qualities (presence or absence of wings,
number of extremities, and so forth). A body with extra limbs does not allow
you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not
gain any extraordinary special attacks or special qualities not noted above
under physical qualities, such as darkvision, low-light vision, blindsense,
blindsight, fast healing, regeneration, scent, and so forth.
You do not
gain any supernatural special attacks, special qualities, or spell-like
abilities of the new form. Your creature type and subtype (if any) remain the
same regardless of your new form. You cannot take the form of any creature with
a template, even if that template doesn’t change the creature type or subtype.
You can
freely designate the new form’s minor physical qualities (such as hair color,
hair texture, and skin color) within the normal ranges for a creature of that
kind. The new form’s significant physical qualities (such as height, weight,
and gender) are also under your control, but they must fall within the norms
for the new form’s kind. You are effectively disguised as an average member of
the new form’s race. If you use this spell to create a disguise, you get a +10
bonus on your Disguise check.
When the
change occurs, your equipment, if any, either remains worn or held by the new
form (if it is capable of wearing or holding the item), or melds into the new
form and becomes nonfunctional. When you revert to your true form, any objects
previously melded into the new form reappear in the same location on your body
they previously occupied and are once again functional. Any new items you wore
in the assumed form and can’t wear in your normal form fall off and land at
your feet; any that you could wear in either form or carry in a body part
common to both forms at the time of reversion are still held in the same way.
Any part of the body or piece of equipment that is separated from the whole
reverts to its true form.
Analyze Dweomer
Divination
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One object or creature per caster
level
Duration: 1 round/level (D)
Saving
Throw: None or Will
negates; see text
Spell
Resistance: No
You discern
all spells and magical properties present in a number of creatures or objects.
Each round, you may examine a single creature or object that you can see as a
free action. In the case of a magic item, you learn its functions, how to
activate its functions (if appropriate), and how many charges are left (if it
uses charges). In the case of an object or creature with active spells cast
upon it, you learn each spell, its effect, and its caster level.
An attended
object may attempt a Will save to resist this effect if its holder so desires.
If the save succeeds, you learn nothing about the object except what you can
discern by looking at it. An object that makes its save cannot be affected by
any other analyze dweomer spells for 24 hours.
Analyze
dweomer does not
function when used on an artifact.
Focus: A tiny lens of ruby or sapphire set
in a small golden loop. The gemstone must be worth at least 1,500 gp.
Animal Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or
smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
A number of
animals grow to twice their normal size and eight times their normal weight.
This alteration changes each animal’s size category to the next largest, grants
it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an
extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The
creature’s existing natural armor bonus increases by 2. The size change also
affects the animal’s modifier to AC and attack rolls and its base damage. The
animal’s space and reach change as appropriate to the new size, but its speed
does not change.
The spell
also grants each subject damage reduction 10/magic and a +4 resistance bonus on
saving throws. If insufficient room is available for the desired growth, the
creature attains the maximum possible size and may make a Strength check (using
its increased Strength) to burst any enclosures in the process. If it fails, it
is constrained without harm by the materials enclosing it— the spell cannot be
used to crush a creature by increasing its size.
All
equipment worn or carried by an animal is similarly enlarged by the spell, though
this change has no effect on the magical properties of any such equipment.
Any enlarged
item that leaves the enlarged creature’s possession instantly returns to its
normal size.
The spell
gives no means of command or influence over the enlarged animals.
Multiple
magical effects that increase size do not stack.
Animal Messenger
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: One day/level
Saving
Throw: None; see
text
Spell
Resistance: Yes
You compel a
Tiny animal to go to a spot you designate. The most common use for this spell
is to get an animal to carry a message to your allies. The animal cannot be one
tamed or trained by someone else, including such creatures as familiars and
animal companions.
Using some
type of food desirable to the animal as a lure, you call the animal to you. It
advances and awaits your bidding. You can mentally impress on the animal a
certain place well known to you or an obvious landmark. The directions must be
simple, because the animal depends on your knowledge and can’t find a
destination on its own. You can attach some small item or note to the
messenger. The animal then goes to the designated location and waits there
until the duration of the spell expires, whereupon it resumes its normal
activities.
During this
period of waiting, the messenger allows others to approach it and remove any
scroll or token it carries. The intended recipient gains no special ability to
communicate with the animal or read any attached message (if it’s written in a
language he or she doesn’t know, for example).
Material
Component: A morsel
of food the animal likes.
Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature per
level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
As polymorph,
except you polymorph up to one willing creature per caster level into an
animal of your choice; the spell has no effect on unwilling creatures. All
creatures must take the same kind of animal form. Recipients remain in the animal
form until the spell expires or until you dismiss it for all recipients. In
addition, an individual subject may choose to resume its normal form as a
full-round action; doing so ends the spell for that subject alone. The maximum
HD of an assumed form is equal to the subject’s HD or your caster level,
whichever is lower, to a maximum of 20 HD at 20th level.
Animal Trance
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with
Intelligence 1 or 2
Duration: Concentration
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
Your swaying
motions and music (or singing, or chanting) compel animals and magical beasts
to do nothing but watch you. Only a creature with an Intelligence score of 1 or
2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD
worth of creatures that you fascinate. The closest targets are selected first
until no more targets within range can be affected.
A magical
beast, a dire animal, or an animal trained to attack or guard is allowed a
saving throw; an animal not trained to attack or guard is not.
Animate Dead
Necromancy
[Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
turns the bones or bodies of dead creatures into undead skeletons or zombies
that follow your spoken commands.
The undead
can follow you, or they can remain in an area and attack any creature (or just
a specific kind of creature) entering the place. They remain animated until
they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless
of the type of undead you create with this spell, you can’t create more HD of
undead than twice your caster level with a single casting of animate dead.
(The desecrate spell doubles this limit)
The undead
you create remain under your control indefinitely. No matter how many times you
use this spell, however, you can control only 4 HD worth of undead creatures
per caster level. If you exceed this number, all the newly created creatures
fall under your control, and any excess undead from previous castings become
uncontrolled. (You choose which creatures are released.) If you are a cleric,
any undead you might command by virtue of your power to command or rebuke
undead do not count toward the limit.
Skeletons:
A skeleton can be
created only from a mostly intact corpse or skeleton. The corpse must have
bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a
mostly intact corpse. The corpse must be that of a creature with a true
anatomy.
Material
Component: You must
place a black onyx gem worth at least 25 gp per Hit Die of the undead into the
mouth or eye socket of each corpse you intend to animate. The magic of the
spell turns these gems into worthless, burned-out shells.
Animate Objects
Transmutation
Level: Brd 6, Chaos 6, Clr 6
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level;
see text
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
You imbue
inanimate objects with mobility and a semblance of life. Each such animated
object then immediately attacks whomever or whatever you initially designate.
An animated
object can be of any nonmagical material. You may animate one Small or smaller
object or an equivalent number of larger objects per caster level. A Medium
object counts as two Small or smaller objects, a Large object as four, a Huge
object as eight, a Gargantuan object as sixteen, and a Colossal object as
thirty-two. You can change the designated target or targets as a move action,
as if directing an active spell.
This spell
cannot animate objects carried or worn by a creature.
Animate
objects can be made
permanent with a permanency spell.
Animate Plants
Transmutation
Level: Drd 7, Plant 7
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per three caster
levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see
text
Saving
Throw: None
Spell
Resistance: No
You imbue
inanimate plants with mobility and a semblance of life. Each animated plant
then immediately attacks whomever or whatever you initially designate as though
it were an animated object of the appropriate size category. You may animate
one Large or smaller plant, or an equivalent number of larger plants, per three
caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan
plant as four, and a Colossal plant as eight. You can change the designated
target or targets as a move action, as if directing an active spell.
Use the
statistics for animated objects, except that plants smaller than Large
usually don’t have hardness.
Animate
plants cannot affect
plant creatures, nor does it affect nonliving vegetable material.
Entangle:
Alternatively, you
may imbue all plants within range with a degree of mobility, which allows them
to entwine around creatures in the area. This usage of the spell duplicates the
effect of an entangle spell. Spell resistance does not keep creatures
from being entangled. This effect lasts 1 hour per caster level.
Animate Rope
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50
ft. + 5 ft./level; see text
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
You can
animate a nonliving ropelike object. The maximum length assumes a rope with a
1-inch diameter.
Reduce the
maximum length by 50% for every additional inch of thickness, and increase it
by 50% for each reduction of the rope’s diameter by half.
The possible
commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop
and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and
so forth). You can give one command each round as a move action, as if
directing an active spell.
The rope can
enwrap only a creature or an object within 1 foot of it—it does not snake
outward—so it must be thrown near the intended target. Doing so requires a
successful ranged touch attack roll (range increment 10 feet). A typical 1-
inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23
Strength check to burst it. The rope does not deal damage, but it can be used
as a trip line or to cause a single opponent that fails a Reflex saving throw
to become entangled. A creature capable of spellcasting that is bound by this
spell must make a DC 15 Concentration check to cast a spell. An entangled
creature can slip free with a DC 20 Escape Artist check.
The rope
itself and any knots tied in it are not magical.
This spell
grants a +2 bonus on any Use Rope checks you make when using the transmuted
rope.
The spell
cannot animate objects carried or worn by a creature.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting
Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: Yes
You bring
into being a mobile, hemispherical energy field that prevents the entrance of
most types of living creatures.
The effect
hedges out animals, aberrations, dragons, fey, giants, humanoids, magical
beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs,
elementals, outsiders, or undead.
This spell
may be used only defensively, not aggressively. Forcing an abjuration barrier
against creatures that the spell keeps at bay collapses the barrier.
Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6,
Sor/Wiz 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: See text
An invisible
barrier surrounds you and moves with you. The space within this barrier is
impervious to most magical effects, including spells, spell-like abilities, and
supernatural abilities. Likewise, it prevents the functioning of any magic
items or spells within its confines.
An antimagic
field suppresses any spell or magical effect used within, brought into, or
cast into the area, but does not dispel it. Time spent within an antimagic
field counts against the suppressed spell’s duration.
Summoned
creatures of any type and incorporeal undead wink out if they enter an antimagic
field. They reappear in the same spot once the field goes away. Time spent
winked out counts normally against the duration of the conjuration that is
maintaining the creature. If you cast antimagic field in an area
occupied by a summoned creature that has spell resistance, you must make a
caster level check (1d20 + caster level) against the creature’s spell
resistance to make it wink out. (The effects of instantaneous conjurations are
not affected by an antimagic field because the conjuration itself is no
longer in effect, only its result.)
A normal
creature can enter the area, as can normal missiles. Furthermore, while a magic
sword does not function magically within the area, it is still a sword (and a
masterwork sword at that). The spell has no effect on golems and other constructs
that are imbued with magic during their creation process and are thereafter
self-supporting (unless they have been summoned, in which case they are treated
like any other summoned creatures). Elementals, corporeal undead, and outsiders
are likewise unaffected unless summoned. These creatures’ spell-like or
supernatural abilities, however, may be temporarily nullified by the field. Dispel
magic does not remove the field.
Two or more antimagic
fields sharing any of the same space have no effect on each other. Certain
spells, such as wall of force, prismatic sphere, and prismatic wall, remain
unaffected by antimagic field (see the individual spell descriptions).
Artifacts and deities are unaffected by mortal magic such as this.
Should a
creature be larger than the area enclosed by the barrier, any part of it that
lies outside the barrier is unaffected by the field.
Arcane
Material Component: A
pinch of powdered iron or iron filings.
Antipathy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
Casting
Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft.
cube/level) or one object
Duration: 2 hours/level (D)
Saving
Throw: Will partial
Spell
Resistance: Yes
You cause an
object or location to emanate magical vibrations that repel either a specific
kind of intelligent creature or creatures of a particular alignment, as defined
by you. The kind of creature to be affected must be named specifically. A
creature subtype is not specific enough. Likewise, the specific alignment to be
repelled must be named.
Creatures of
the designated kind or alignment feel an overpowering urge to leave the area or
to avoid the affected item.
A compulsion
forces them to abandon the area or item, shunning it and never willingly
returning to it while the spell is in effect. A creature that makes a
successful saving throw can stay in the area or touch the item but feels
uncomfortable doing so. This distracting discomfort reduces the creature’s
Dexterity score by 4 points.
Antipathy
counters and dispels
sympathy.
Arcane
Material Component: A
lump of alum soaked in vinegar.
Antiplant Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: Yes
The antiplant
shell spell creates an invisible, mobile barrier that keeps all creatures
within the shell protected from attacks by plant creatures or animated plants.
As with many abjuration spells, forcing the barrier against creatures that the
spell keeps at bay strains and collapses the field.
Arcane Eye
Divination
(Scrying)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You create
an invisible magical sensor that sends you visual information. You can create
the arcane eye at any point you can see, but it can then travel outside
your line of sight without hindrance. An arcane eye travels at 30 feet
per round (300 feet per minute) if viewing an area ahead as a human would
(primarily looking at the floor) or 10 feet per round (100 feet per minute) if
examining the ceiling and walls as well as the floor ahead. It sees exactly as
you would see if you were there.
The eye can
travel in any direction as long as the spell lasts. Solid barriers block its
passage, but it can pass through a hole or space as small as 1 inch in
diameter. The eye can’t enter another plane of existence, even through a gate
or similar magical portal.
You must
concentrate to use an arcane eye. If you do not concentrate, the eye is
inert until you again concentrate.
Material
Component: A bit of
bat fur.
Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: The door, chest, or portal touched,
up to 30 sq. ft./level in size
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
An arcane
lock spell cast upon a door, chest, or portal magically locks it. You can
freely pass your own arcane lock without affecting it; otherwise, a door
or object secured with this spell can be opened only by breaking in or with a
successful dispel magic or knock spell. Add 10 to the normal DC
to break open a door or portal affected by this spell. (A knock spell
does not remove an arcane lock; it only suppresses the effect for 10
minutes.)
Material
Component: Gold dust
worth 25 gp.
Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: One personal rune or mark, all of
which must fit within 1 sq. ft.
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
This spell
allows you to inscribe your personal rune or mark, which can consist of no more
than six characters. The writing can be visible or invisible. An arcane mark
spell enables you to etch the rune upon any substance without harm to the
material upon which it is placed. If an invisible mark is made, a detect
magic spell causes it to glow and be visible, though not necessarily
understandable.
See
invisibility, true seeing,
a gem of seeing, or a robe of eyes likewise allows the user to
see an invisible arcane mark. A read magic spell reveals the
words, if any. The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell.
If an arcane
mark is placed on a living being, normal wear gradually causes the effect
to fade in about a month.
Arcane
mark must be cast on
an object prior to casting instant summons on the same object (see that
spell description for details).
Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell
makes your eyes glow blue and allows you to see magical auras within 120 feet
of you. The effect is similar to that of a detect magic spell, but arcane
sight does not require concentration and discerns aura location and power
more quickly.
You know the
location and power of all magical auras within your sight. An aura’s power
depends on a spell’s functioning level or an item’s caster level, as noted in
the description of the detect magic spell. If the items or creatures
bearing the auras are in line of sight, you can make Spellcraft skill checks to
determine the school of magic involved in each. (Make one check per aura; DC 15
+ spell level, or 15 + one-half caster level for a nonspell effect.)
If you
concentrate on a specific creature within 120 feet of you as a standard action,
you can determine whether it has any spellcasting or spell-like abilities,
whether these are arcane or divine (spell-like abilities register as arcane),
and the strength of the most powerful spell or spell-like ability the creature
currently has available for use.
Arcane
sight can be made
permanent with a permanency spell.
Arcane Sight, Greater
Divination
Level: Sor/Wiz 7
This spell
functions like arcane sight, except that you automatically know which
spells or magical effects are active upon any individual or object you see.
Greater
arcane sight doesn’t
let you identify magic items.
Unlike arcane
sight, this spell cannot be made permanent with a permanency spell.
Astral Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting
Time: 30 minutes
Range: Touch
Targets: You plus one additional willing
creature touched per two caster levels
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
By freeing
your spirit from your physical body, this spell allows you to project an astral
body onto another plane altogether.
You can
bring the astral forms of other willing creatures with you, provided that these
subjects are linked in a circle with you at the time of the casting. These
fellow travelers are dependent upon you and must accompany you at all times. If
something happens to you during the journey, your companions are stranded
wherever you left them.
You project
your astral self onto the Astral Plane, leaving your physical body behind on
the Material Plane in a state of suspended animation. The spell projects an
astral copy of you and all you wear or carry onto the Astral Plane. Since the
Astral Plane touches upon other planes, you can travel astrally to any of these
other planes as you will. To enter one, you leave the Astral Plane, forming a
new physical body (and equipment) on the plane of existence you have chosen to
enter.
While you
are on the Astral Plane, your astral body is connected at all times to your
physical body by a silvery cord. If the cord is broken, you are killed,
astrally and physically. Luckily, very few things can destroy a silver cord.
When a second body is formed on a different plane, the incorporeal silvery cord
remains invisibly attached to the new body. If the second body or the astral
form is slain, the cord simply returns to your body where it rests on the
Material Plane, thereby reviving it from its state of suspended animation.
Although astral projections are able to function on the Astral Plane, their
actions affect only creatures existing on the Astral Plane; a physical body
must be materialized on other planes.
You and your
companions may travel through the Astral Plane indefinitely. Your bodies simply
wait behind in a state of suspended animation until you choose to return your
spirits to them. The spell lasts until you desire to end it, or until it is
terminated by some outside means, such as dispel magic cast upon either
the physical body or the astral form, the breaking of the silver cord, or the
destruction of your body back on the Material Plane (which kills you).
Material
Component: A jacinth
worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be
affected.
Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting
Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
This spell
removes the burden of evil acts or misdeeds from the subject. The creature
seeking atonement must be truly repentant and desirous of setting right its
misdeeds. If the atoning creature committed the evil act unwittingly or under
some form of compulsion, atonement operates normally at no cost to you.
However, in the case of a creature atoning for deliberate misdeeds and acts of
a knowing and willful nature, you must intercede with your deity (requiring you
to expend 500 XP) in order to expunge the subject’s burden. Many casters first
assign a subject of this sort a quest (see geas/quest) or similar
penance to determine whether the creature is truly contrite before casting the atonement
spell on its behalf.
Atonement
may be cast for one
of several purposes, depending on the version selected.
Reverse
Magical Alignment Change: If
a creature has had its alignment magically changed, atonement returns
its alignment to its original status at no cost in experience points.
Restore
Class: A paladin who
has lost her class features due to committing an evil act may have her
paladinhood restored to her by this spell.
Restore
Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by
incurring the anger of his or her deity may regain that ability by seeking atonement
from another cleric of the same deity or another druid. If the
transgression was intentional, the casting cleric loses 500 XP for his
intercession. If the transgression was unintentional, he does not lose XP.
Redemption
or Temptation: You
may cast this spell upon a creature of an opposing alignment in order to offer
it a chance to change its alignment to match yours. The prospective subject
must be present for the entire casting process. Upon completion of the spell,
the subject freely chooses whether it retains its original alignment or
acquiesces to your offer and changes to your alignment. No duress, compulsion,
or magical influence can force the subject to take advantage of the opportunity
offered if it is unwilling to abandon its old alignment. This use of the spell
does not work on outsiders or any creature incapable of changing its alignment
naturally.
Though the
spell description refers to evil acts, atonement can also be used on any
creature that has performed acts against its alignment, whether those acts are
evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to
the player. This use of atonement simply offers a believable way for a
character to change his or her alignment drastically, suddenly, and
definitively.
Material
Component: Burning
incense.
Focus: In addition to your holy symbol or
normal divine focus, you need a set of prayer beads (or other prayer device,
such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a
creature whose guilt was the result of deliberate acts, the cost to you is 500
XP per casting (see above).
Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting
Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
An augury
can tell you whether a particular action will bring good or bad results for
you in the immediate future.
The base
chance for receiving a meaningful reply is 70% + 1% per caster level, to a
maximum of 90%; this roll is made secretly. A question may be so
straightforward that a successful result is automatic, or so vague as to have
no chance of success. If the augury succeeds, you get one of four
results:
• Weal (if the action will probably
bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don’t have
especially good or bad results).
If the spell
fails, you get the “nothing” result. A cleric who gets the “nothing” result has
no way to tell whether it was the consequence of a failed or successful augury.
The augury
can see into the future only about half an hour, so anything that might
happen after that does not affect the result. Thus, the result might not take
into account the long-term consequences of a contemplated action. All auguries
cast by the same person about the same topic use the same dice result as
the first casting.
Material
Component: Incense
worth at least 25 gp.
Focus: A set of marked sticks, bones, or
similar tokens of at least 25 gp value.
Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting
Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
You awaken a
tree or animal to humanlike sentience. To succeed, you must make a Will save
(DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened
animal or tree is friendly toward you. You have no special empathy or
connection with a creature you awaken, although it serves you in specific tasks
or endeavors if you communicate your desires to it.
An awakened
tree has characteristics as if it were an animated object, except that it
gains the plant type and its Intelligence, Wisdom, and Charisma scores are each
3d6. An awakened plant gains the ability to move its limbs, roots,
vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened
animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes
magical beast (augmented animal). An awakened animal can’t serve as an animal
companion, familiar, or special mount.
An awakened
tree or animal can speak one language that you know, plus one additional
language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.