Baleful Polymorph
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving
Throw: Fortitude
negates, Will partial; see text
Spell
Resistance: Yes
As polymorph,
except that you change the subject into a Small or smaller animal of no
more than 1 HD. If the new form would prove fatal to the creature the subject
gets a +4 bonus on the save.
If the spell
succeeds, the subject must also make a Will save. If this second save fails,
the creature loses its extraordinary, supernatural, and spell-like abilities,
loses its ability to cast spells (if it had the ability), and gains the
alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of
its new form in place of its own. It still retains its class and level (or HD),
as well as all benefits deriving therefrom (such as base attack bonus, base
save bonuses, and hit points). It retains any class features (other than
spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Bane
Enchantment
(Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving
Throw:Will negates
Spell
Resistance: Yes
Bane fills your enemies with fear and
doubt. Each affected creature takes a –1 penalty on attack rolls and a –1
penalty on saving throws against fear effects.
Bane counters and dispels bless.
Banishment
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures,
no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
A banishment
spell is a more powerful version of the dismissal spell. It enables
you to force extraplanar creatures out of your home plane. As many as 2 Hit
Dice of creatures per caster level can be banished.
You can
improve the spell’s chance of success by presenting at least one object or
substance that the target hates, fears, or otherwise opposes. For each such
object or substance, you gain a +1 bonus on your caster level check to overcome
the target’s spell resistance (if any), the saving throw DC increases by 2.
Certain rare
items might work twice as well as a normal item for the purpose of the bonuses
(each providing a +2 bonus on the caster level check against spell resistance
and increasing the save DC by 4).
Arcane
Focus: Any item that
is distasteful to the subject (optional, see above).
Barkskin
Transmutation
Level: Drd 2, Rgr 2, Plant 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Barkskin toughens a creature’s skin. The
effect grants a +2 enhancement bonus to the creature’s existing natural armor
bonus. This enhancement bonus increases by 1 for every three caster levels
above 3rd, to a maximum of +5 at caster level 12th.
The
enhancement bonus provided by barkskin stacks with the target’s natural
armor bonus, but not with other enhancement bonuses to natural armor. A
creature without natural armor has an effective natural armor bonus of +0.
Battle Prayer
Enchantment (Compulsion) [Mind-Affecting]
Level: Battle 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 400 ft
Area: All allies and foes within a 400-ft.-radius burst centered on you
Duration: 1 minute/level
This spell has the same affect as prayer, except that it lasts longer
and covers a wider area
Bear’s Endurance
Transmutation
Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw:Will negates
(harmless)
Spell
Resistance: Yes
The affected
creature gains greater vitality and stamina. The spell grants the subject a +4
enhancement bonus to Constitution, which adds the usual benefits to hit points,
Fortitude saves, Constitution checks, and so forth.
Hit points
gained by a temporary increase in Constitution score are not temporary hit
points. They go away when the subject’s Constitution drops back to normal. They
are not lost first as temporary hit points are.
Bear’s Endurance, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Mass bear
’s endurance works
like bear ’s endurance, except that it affects multiple creatures.
Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving
Throw: Will negates
Spell
Resistance: Yes
You place a
curse on the subject. Choose one of the following three effects.
• –6 decrease to an ability score
(minimum 1).
• –4 penalty on attack rolls, saves,
ability checks, and skill checks.
• Each turn, the target has a 50%
chance to act normally; otherwise, it takes no action.
You may also
invent your own curse, but it should be no more powerful than those described
above.
The curse
bestowed by this spell cannot be dispelled, but it can be removed with a break
enchantment, limited wish, miracle, remove curse, or wish
spell.
Bestow
curse counters remove
curse.
Binding
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: One minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
A binding
spell creates a magical restraint to hold a creature. The target gets an
initial saving throw only if its Hit Dice equal at least one-half your caster
level.
You may have
as many as six assistants help you with the spell. For each assistant who casts
suggestion, your caster level for this casting of binding increases
by 1. For each assistant who casts dominate animal, dominate person, or dominate
monster, your caster level for this casting of binding increases by
a number equal to one-third of that assistant’s level, provided that the
spell’s target is appropriate for a binding spell. Since the assistants’
spells are cast simply to improve your caster level for the purpose of the binding
spell, saving throws and spell resistance against the assistants’ spells
are irrelevant. Your caster level determines whether the target gets an initial
Will saving throw and how long the binding lasts. All binding spells
are dismissible.
Regardless
of the version of binding you cast, you can specify triggering
conditions that end the spell and release the creature whenever they occur.
These triggers can be as simple or elaborate as you desire, but the condition
must be reasonable and have a likelihood of coming to pass. The conditions can
be based on a creature’s name, identity, or alignment but otherwise must be
based on observable actions or qualities. Intangibles such as level, class, Hit
Dice, or hit points don’t qualify. Once the spell is cast, its triggering
conditions cannot be changed. Setting a release condition increases the save DC
(assuming a saving throw is allowed) by 2.
If you are
casting any of the first three versions of binding (those with limited
durations), you may cast additional binding spells to prolong the
effect, since the durations overlap. If you do so, the target gets a saving
throw at the end of the first spell’s duration, even if your caster level was
high enough to disallow an initial saving throw. If the creature succeeds on
this save, all the binding spells it has received are broken.
The binding
spell has six versions. Choose one of the following versions when you cast
the spell.
Chaining:
The subject is
confined by restraints that generate an antipathy spell affecting all
creatures who approach the subject, except you. The duration is one year per
caster level. The subject of this form of binding is confined to the
spot it occupied when it received the spell.
Slumber: This version causes the subject to
become comatose for as long as one year per caster level. The subject does not
need to eat or drink while slumbering, nor does it age. This form of binding
is more difficult to cast than chaining, making it slightly easier
to resist. Reduce the spell’s save DC by 1.
Bound
Slumber: This
combination of chaining and slumber lasts for as long as one
month per caster level. Reduce the save DC by 2.
Hedged
Prison: The subject
is transported to or otherwise brought within a confined area from which it
cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis:
The subject assumes
gaseous form, except for its head or face. It is held harmless in a jar or
other container, which may be transparent if you so choose. The creature
remains aware of its surroundings and can speak, but it cannot leave the
container, attack, or use any of its powers or abilities. The binding is
permanent. The subject does not need to breathe, eat, or drink while metamorphosed,
nor does it age. Reduce the save DC by 4.
Minimus
Containment: The
subject is shrunk to a height of 1 inch or even less and held within some gem,
jar, or similar object. The binding is permanent. The subject does not
need to breathe, eat, or drink while contained, nor does it age. Reduce
the save DC by 4.
You can’t
dispel a binding spell with dispel magic or a similar effect,
though an antimagic field or Mage’s disjunction affects it
normally. A bound extraplanar creature cannot be sent back to its home plane
due to dismissal, banishment, or a similar effect.
Components:
The components for a
binding spell vary according to the version of the spell, but they always
include a continuous chanting utterance read from the scroll or spellbook page
containing the spell, somatic gestures, and materials appropriate to the form
of binding used. These components can include such items as miniature
chains of special metals, soporific herbs of the rarest sort (for slumber bindings),
a bell jar of the finest crystal, and the like.
In addition
to the specially made props suited to the specific type of binding (cost
500 gp), the spell requires opals worth at least 500 gp for each HD of the
target and a vellum depiction or carved statuette of the subject to be
captured.
Black Tentacles
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
conjures a field of rubbery black tentacles, each 10 feet long. These waving
members seem to spring forth from the earth, floor, or whatever surface is
underfoot—including water. They grasp and entwine around creatures that enter
the area, holding them fast and crushing them with great strength.
Every
creature within the area of the spell must make a grapple check, opposed by the
grapple check of the tentacles. Treat the tentacles attacking a particular
target as a Large creature with a base attack bonus equal to your caster level
and a Strength score of 19. Thus, its grapple check modifier is equal to your
caster level +8. The tentacles are immune to all types of damage.
Once the
tentacles grapple an opponent, they may make a grapple check each round on your
turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to
crush the opponent until the spell ends or the opponent escapes.
Any creature
that enters the area of the spell is immediately attacked by the tentacles.
Even creatures who aren’t grappling with the tentacles may move through the
area at only half normal speed.
Material
Component: A piece
of tentacle from a giant octopus or a giant squid.
Blade Barrier
Evocation
[Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft.
long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft.
per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving
Throw: Reflex half
or Reflex negates; see text
Spell
Resistance: Yes
An immobile,
vertical curtain of whirling blades shaped of pure force springs into
existence. Any creature passing through the wall takes 1d6 points of damage per
caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke
the barrier so that it appears where creatures are, each creature takes damage
as if passing through the wall. Each such creature can avoid the wall (ending
up on the side of its choice) and thus take no damage by making a successful
Reflex save.
A blade
barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against
attacks made through it.
Blasphemy
Evocation
[Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Non-evil creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any non-evil
creature within the area of a blasphemy spell suffers the following ill
effects.
HD |
Effect |
Equal to
caster level |
Dazed |
Up to
caster level –1 |
Weakened,
dazed |
Up to
caster level –5 |
Paralyzed,
weakened, dazed |
Up to
caster level –10 |
Killed,
paralyzed, weakened, dazed |
The effects
are cumulative and concurrent.
No saving
throw is allowed against these effects.
Dazed: The creature can take no actions for
1 round, though it defends itself normally.
Weakened:
The creature’s
Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed:
The creature is
paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead
creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, non-evil extraplanar creatures
within the area are instantly banished back to their home planes. Creatures so
banished cannot return for at least 24 hours. This effect takes place
regardless of whether the creatures hear the blasphemy. The banishment
effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose Hit Dice exceed your caster level are unaffected by blasphemy.
Bless
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 50 ft.
Area: The caster and all allies within a
50-ft. burst, centered on the caster
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Bless fills your allies with courage. Each
ally gains a +1 morale bonus on attack rolls and on saving throws against fear
effects.
Bless counters and dispels bane.
Bless Water
Transmutation
[Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting
Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell Resistance: Yes (object)
This
transmutation imbues a flask (1 pint) of water with positive energy, turning it
into holy water.
Material
Component: 5 pounds
of powdered silver (worth 25 gp).
Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
This
transmutation makes a weapon strike true against evil foes. The weapon is
treated as having a +1 enhancement bonus for the purpose of bypassing the
damage reduction of evil creatures or striking evil incorporeal creatures
(though the spell doesn’t grant an actual enhancement bonus). The weapon also
becomes good, which means it can bypass the damage reduction of certain
creatures. (This effect overrides and suppresses any other alignment the weapon
might have.) Individual arrows or bolts can be transmuted, but affected
projectile weapons (such as bows) don’t confer the benefit to the projectiles
they shoot.
In addition,
all critical hit rolls against evil foes are automatically successful, so every
threat is a critical hit. This last effect does not apply to any weapon that
already has a magical effect related to critical hits, such as a keen weapon or
a vorpal sword.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Duration: Instantaneous
Saving
Throw: Fortitude
half; see text
Spell
Resistance: Yes
This spell
withers a single plant of any size. An affected plant creature takes 1d6 points
of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for
half damage. A plant that isn’t a creature doesn’t receive a save and
immediately withers and dies.
This spell
has no effect on the soil or surrounding plant life.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You call
upon the powers of unlife to render the subject blinded or deafened, as you
choose.
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
You “blink”
back and forth between the Material Plane and the Ethereal Plane. You look as
though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical
attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t
help opponents, since you’re ethereal and not merely invisible. If the attack
is capable of striking ethereal creatures, the miss chance is only 20% (for
concealment).
If the
attacker can see invisible creatures, the miss chance is also only 20%. (For an
attacker who can both see and strike ethereal creatures, there is no miss
chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes
go ethereal just as you are about to strike.
Any
individually targeted spell has a 50% chance to fail against you while you’re blinking
unless your attacker can target invisible, ethereal creatures. Your own
spells have a 20% chance to activate just as you go ethereal, in which case
they typically do not affect the Material Plane.
While blinking,
you take only half damage from area attacks (but full damage from those that
extend onto the Ethereal Plane). You strike as an invisible creature (with a +2
bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take
only half damage from falling, since you fall only while you are material.
While blinking,
you can step through (but not see through) solid objects. For each 5 feet of
solid material you walk through, there is a 50% chance that you become
material. If this occurs, you are shunted off to the nearest open space and
take 1d6 points of damage per 5 feet so traveled. You can move at only
three-quarters speed (because movement on the Ethereal Plane is at half speed,
and you spend about half your time there and half your time material.)
Since you
spend about half your time on the Ethereal Plane, you can see and even attack
ethereal creatures. You interact with ethereal creatures roughly the same way
you interact with material ones.
An ethereal
creature is invisible, incorporeal, and capable of moving in any direction,
even up or down. As an incorporeal creature, you can move through solid
objects, including living creatures.
An ethereal
creature can see and hear the Material Plane, but everything looks gray and
insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force
effects and abjurations affect you normally. Their effects extend onto the
Ethereal Plane from the Material Plane, but not vice versa. An ethereal
creature can’t attack material creatures, and spells you cast while ethereal
affect only other ethereal things. Certain material creatures or objects have
attacks or effects that work on the Ethereal Plane. Treat other ethereal
creatures and objects as material.
Blur
Illusion
(Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The
subject’s outline appears blurred, shifting and wavering. This distortion
grants the subject concealment (20% miss chance).
A see
invisibility spell does not counteract the blur effect, but a true
seeing spell does.
Opponents
that cannot see the subject ignore the spell’s effect (though fighting an
unseen opponent carries penalties of its own).
Boon
Conjuration (Creation)
Level: Prosperity 1
Components: V, S, XP
Casting Time:
Duration: Permanent
Saving Throw: None
Spell Resistance: No
80 marks or other coins of pure silver appear in your hand.
XP Cost: 20 XP.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz
5
Components: V, S
Casting
Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all
within 30 ft. of each other
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: No
This spell
frees victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect,
you make a caster level check (1d20 + caster level, maximum +15) against a DC
of 11 + caster level of the effect. Success means that the creature is free of
the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell
is one that cannot be dispelled by dispel magic, break enchantment works
only if that spell is 5th level or lower.
If the
effect comes from some permanent magic item break enchantment does not
remove the curse from the item, but it does frees the victim from the item’s
effects.
Bull’s Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2,
Strength 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw:Will negates (harmless)
Spell
Resistance: Yes
(harmless)
The subject
becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding
the usual benefits to melee attack rolls, melee damage rolls, and other uses of
the Strength modifier.
Arcane
Material Component: A
few hairs, or a pinch of dung, from a bull.
Bull’s Strength, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like bull’s strength, except that it affects multiple
creatures.
Burning Hands
Evocation
[Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.