Call Lightning
Evocation
[Electricity]
Level: Drd 3
Components: V, S
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical
lines of lightning
Duration: 1 min./level
Saving
Throw: Reflex half
Spell
Resistance: Yes
Immediately
upon completion of the spell, and once per round thereafter, you may call down
a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points
of electricity damage. The bolt of lightning flashes down in a vertical stroke
at whatever target point you choose within the spell’s range (measured from
your position at the time). Any creature in the target square or in the path of
the bolt is affected.
You need not
call a bolt of lightning immediately; other actions, even spellcasting, can be
performed. However, each round after the first you may use a standard action
(concentrating on the spell) to call a bolt. You may call a total number of
bolts equal to your caster level (maximum 10 bolts).
If you are
outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy
conditions, or even a tornado (including a whirlwind formed by a djinni or an
air elemental of at least Large size)—each bolt deals 3d10 points of
electricity damage instead of 3d6.
This spell
functions indoors or underground but not underwater.
Call Lightning Storm
Evocation
[Electricity]
Level: Drd 5
Range: Long (400 ft. + 40 ft./level)
This spell
functions like call lightning, except that each bolt deals 5d6 points of
electricity damage (or 5d10 if created outdoors in a stormy area), and you may
call a maximum of 15 bolts.
Calm Animals
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
soothes and quiets animals, rendering them docile and harmless. Only ordinary
animals (those with Intelligence scores of 1 or 2) can be affected by this
spell. All the subjects must be of the same kind, and no two may be more than
30 feet apart. The maximum number of Hit Dice of animals you can affect is
equal to 2d4 + caster level. A dire animal or an animal trained to attack or
guard is allowed a saving throw; other animals are not.
The affected
creatures remain where they are and do not attack or flee. They are not
helpless and defend themselves normally if attacked. Any threat breaks the spell
on the threatened creatures.
Calm Emotions
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level
(D)
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
calms agitated creatures. You have no control over the affected creatures, but calm
emotions can stop raging creatures from fighting or joyous ones from
reveling. Creatures so affected cannot take violent actions (although they can
defend themselves) or do anything destructive. Any aggressive action against or
damage dealt to a calmed creature immediately breaks the spell on all calmed
creatures.
This spell
automatically suppresses (but does not dispel) any morale bonuses granted by
spells such as bless, good hope, and rage, as well as negating a
bard’s ability to inspire courage or a barbarian’s rage ability. It also
suppresses any fear effects and removes the confused condition from all
targets. While the spell lasts, a suppressed spell or effect has no
effect. When the calm emotions spell ends, the original spell or effect
takes hold of the creature again, provided that its duration has not expired in
the meantime.
Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The transmuted
creature becomes more graceful, agile, and coordinated. The spell grants a +4
enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves,
and other uses of the Dexterity modifier.
Material
Component: A pinch
of cat fur.
Cat’s Grace, Mass
Transmutation
Level: Brd 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 cat’s grace, except that it affects multiple creatures.
Cause Fear
Necromancy
[Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer
HD
Duration: 1d4 rounds or 1 round; see text
Saving
Throw: Will partial
Spell
Resistance: Yes
The affected
creature becomes frightened. If the subject succeeds on a Will save, it is
shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this
effect.
Cause
fear counters and
dispels remove fear.
Celestial Vision
Conjuration (Creation)
Level: Wisdom 9, (Sor/Wiz 9, see spell description)
Components: V, S, DF
Casting Time:
Target: You
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
For a brief moment, the caster not only sees all things in the universe, he
gains a divine level understanding of them. This spell combines the spells discern
lies, true seeing , and vision, and also grants a sacred
bonus of 2d6 points to the casters wisdom. More than this, he experiences a
change in consciousness that transcends his morality: “to see the sun and moon
and stars in their true form, and to understand the majesty of the gods”. The
transformation does not last beyond the spells duration, although the caster
will remember it, and insights gained under the spells effects become
incomprehensible after the spells expiration.
An arcane version of this spell is rumored to exist in the Egyptian Book of
Thoth.
Chain Lightning
Evocation
[Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one
secondary target/level (each of which must be within 30 ft. of the primary
target)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
This spell
creates an electrical discharge that begins as a single stroke commencing from
your fingertips. Unlike lightning bolt, chain lightning strikes one
object or creature initially, then arcs to other targets.
The bolt
deals 1d6 points of electricity damage per caster level (maximum 20d6) to the
primary target. After it strikes, lightning can arc to a number of secondary
targets equal to your caster level (maximum 20). The secondary bolts each
strike one target and deal half as much damage as the primary one did (rounded
down).
Each target
can attempt a Reflex saving throw for half damage. You choose secondary targets
as you like, but they must all be within 30 feet of the primary target, and no
target can be struck more than once. You can choose to affect fewer secondary
targets than the maximum.
Focus: A bit of fur; a piece of amber,
glass, or a crystal rod; plus one silver pin for each of your caster levels.
Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting
Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You change a
specially prepared quarterstaff into a Huge treantlike creature, about 24 feet
tall. When you plant the end of the staff in the ground and speak a special
command to conclude the casting of the spell, your staff turns into a creature
that looks and fights just like a treant. The staff-treant defends you and
obeys any spoken commands. However, it is by no means a true treant; it cannot
converse with actual treants or control trees. If the staff-treant is reduced
to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.
Otherwise, the staff returns to its normal form when the spell duration expires
(or when the spell is dismissed), and it can be used as the focus for another
casting of the spell. The staff-treant is always at full strength when created,
despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be
specially prepared. The staff must be a sound limb cut from an ash, oak, or
yew, then cured, shaped, carved, and polished (a process requiring twenty-eight
days).
You cannot
adventure or engage in other strenuous activity during the shaping and carving
of the staff.
Chant
Conjuration (Creation)
Level: Music 1, Clr2, Pal2
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area: All allies and foes within a 30-ft. radius centered on you
Duration: Time of chanting; max. 5 minutes per level
Saving Throw: None
Spell Resistance: No
As long as you chant, you bring special favor upon your allies and bring
disfavor to your enemies. You and your allies gain a + 1 luck bonus on attack
rolls, weapon damage rolls, saves and skill checks while your foes suffer a -1
penalty on such rolls. You must chant in a clear voice. Any interruption in
your chanting, such as a failed Concentration check, a silence spell or
your speaking or casting another spell, ends the effect. As an exception to the
general rule, the effects of this spell stack with those of a prayer
spell if cast by a cleric of the same deity or order and alignment during your
chant.
Chaos Hammer
Evocation
[Chaotic]
Level: Chaos 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You unleash
chaotic power to smite your enemies. The power takes the form of a multicolored
explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic)
creatures are harmed by the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful
creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful
outsiders) and slows them for 1d6 rounds (see the slow spell). A
successful Will save reduces the damage by half and negates the slow effect.
The spell
deals only half damage against creatures who are neither lawful nor chaotic,
and they are not slowed. Such a creature can reduce the damage by half again
(down to one-quarter) with a successful Will save.
Charm Animal
Enchantment
(Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This spell
functions like charm person, except that it affects a creature of the
animal type.
Charm Monster
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This spell
functions like charm person, except that the effect is not restricted by
creature type or size.
Charm Monster, Mass
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
Duration: One day/level
This spell
functions like charm monster, except that mass charm monster affects
a number of creatures whose combined HD do not exceed twice your level, or at
least one creature regardless of HD. If there are more potential targets than
you can affect, you choose them one at a time until you choose a creature with
too many HD.
Charm Person
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This charm
makes a humanoid creature regard you as its trusted friend and ally (treat the
target’s attitude as friendly). If the creature is currently being threatened
or attacked by you or your allies, however, it receives a +5 bonus on its
saving throw.
The spell
does not enable you to control the charmed person as if it were an
automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma
check to convince it to do anything it wouldn’t ordinarily do. (Retries are not
allowed.) An affected creature never obeys suicidal or obviously harmful
orders, but it might be convinced that something very dangerous is worth
doing. Any act by you or your apparent
allies that threatens the charmed person breaks the spell. You must
speak the person’s language to communicate your commands, or else be good at
pantomiming.
Chill Metal
Transmutation
[Cold]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per
two levels, no two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Chill
metal makes metal
extremely cold. Unattended, nonmagical metal gets no saving throw. Magical
metal is allowed a saving throw against the spell. An item in a creature’s
possession uses the creature’s saving throw bonus unless its own is higher.
A creature
takes cold damage if its equipment is chilled. It takes full damage if its
armor is affected or if it is holding, touching, wearing, or carrying metal
weighing one-fifth of its weight. The creature takes minimum damage (1 point or
2 points; see the table) if it’s not wearing metal armor and the metal that
it’s carrying weighs less than one-fifth of its weight.
On the first
round of the spell, the metal becomes chilly and uncomfortable to touch but
deals no damage. The same effect also occurs on the last round of the spell’s
duration. During the second (and also the next-to-last) round, icy coldness
causes pain and damage. In the third, fourth, and fifth rounds, the metal is
freezing cold, causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Cold |
None |
2 |
Icy |
1d4 points |
3–5 |
Freezing |
2d4 points |
6 |
Icy |
1d4 points |
7 |
Cold |
None |
Any heat
intense enough to damage the creature negates cold damage from the spell (and
vice versa) on a point-for-point basis. Underwater, chill metal deals no
damage, but ice immediately forms around the affected metal, making it more
buoyant.
Chill
metal counters and
dispels heat metal.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Targets: Creature or creatures touched (up to
one/level)
Duration: Instantaneous
Saving
Throw: Fortitude
partial or Will negates; see text
Spell
Resistance: Yes
A touch from
your hand, which glows with blue energy, disrupts the life force of living
creatures. Each touch channels negative energy that deals 1d6 points of damage.
The touched creature also takes 1 point of Strength damage unless it makes a
successful Fortitude saving throw. You can use this melee touch attack up to
one time per level.
An undead
creature you touch takes no damage of either sort, but it must make a
successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per
caster level.
Circle of Death
Necromancy
[Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a
40-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
A circle
of death snuffs out the life force of living creatures, killing them
instantly.
The spell
slays 1d4 HD worth of living creatures per caster level (maximum 20d4).
Creatures with the fewest HD are affected first; among creatures with equal HD,
those who are closest to the burst’s point of origin are affected first. No
creature of 9 or more HD can be affected, and Hit Dice that are not sufficient
to affect a creature are wasted.
Material
Component: The
powder of a crushed black pearl with a minimum value of 500 gp.
Clairaudience/Clairvoyance
Divination
(Scrying)
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
Clairaudience/clairvoyance
creates an invisible
magical sensor at a specific location that enables you to hear or see (your
choice) almost as if you were there. You don’t need line of sight or line of
effect, but the locale must be known—a place familiar to you or an obvious one.
Once you have selected the locale, the sensor doesn’t move, but you can rotate
it in all directions to view the area as desired. Unlike other scrying spells,
this spell does not allow magically or supernaturally enhanced senses to work
through it. If the chosen locale is magically dark, you see nothing. If it is
naturally pitch black, you can see in a 10- foot radius around the center of
the spell’s effect. Clairaudience/clairvoyance functions only on the
plane of existence you are currently occupying.
Arcane
Focus: A small horn
(for hearing) or a glass eye (for seeing).
Clenched Fist
Evocation
[Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell
functions like interposing hand, except that the hand can interpose
itself, push, or strike one opponent that you select. The floating hand can
move as far as 60 feet and can attack in the same round. Since this hand is
directed by you, its ability to notice or attack invisible or concealed
creatures is no better than yours.
The hand
attacks once per round, and its attack bonus equals your caster level + your
Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer,
respectively), +11 for the hand’s Strength score (33), –1 for being Large. The
hand deals 1d8+11 points of damage on each attack, and any creature struck must
make a Fortitude save (against this spell’s save DC) or be stunned for 1 round.
Directing the spell to a new target is a move action.
The clenched
fist can also interpose itself as interposing hand does, or it can
bull rush an opponent as forceful hand does, but at a +15 bonus on the
Strength check.
Clerics who
cast this spell name it for their deities.
Arcane
Focus: A leather
glove.
Cloak of Chaos
Abjuration
[Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting
Time: 1 standard
action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius
burst centered on you
Duration: 1 round/level (D)
Saving
Throw: See text
Spell
Resistance: Yes
(harmless)
A random
pattern of color surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by lawful creatures, and causing lawful
creatures that strike the subjects to become confused. This abjuration
has four effects.
First, each
warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on
saves. Unlike protection from law, the benefit of this spell applies
against all attacks, not just against attacks by lawful creatures.
Second, each
warded creature gains spell resistance 25 against lawful spells and spells cast
by lawful creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
law does.
Finally, if
a lawful creature succeeds on a melee attack against a warded creature, the
offending attacker is confused for 1 round (Will save negates, as with
the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some
sacred relic, such as a scrap of parchment from a chaotic text. The reliquary
costs at least 500 gp.
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
makes an inert duplicate of a creature. If the original individual has been
slain, its soul immediately transfers to the clone, creating a replacement
(provided that the soul is free and willing to return). The original’s physical
remains, should they still exist, become inert and cannot thereafter be
restored to life. If the original creature has reached the end of its natural
life span (that is, it has died of natural causes), any cloning attempt fails.
To create
the duplicate, you must have a piece of flesh (not hair, nails, scales, or the
like) with a volume of at least 1 cubic inch that was taken from the original
creature’s living body. The piece of flesh need not be fresh, but it must be
kept from rotting. Once the spell is cast, the duplicate must be grown in a
laboratory for 2d4 months.
When the
clone is completed, the original’s soul enters it immediately, if that creature
is already dead. The clone is physically identical with the original and
possesses the same personality and memories as the original. In other respects,
treat the clone as if it were the original character raised from the dead,
including the loss of one level or 2 points of Constitution (if the original was
a 1st-level character). If this Constitution adjustment would give the clone a
Constitution score of 0, the spell fails. If the original creature has lost
levels since the flesh sample was taken and died at a lower level than the
clone would otherwise be, the clone is one level below the level at which the
original died.
The spell
duplicates only the original’s body and mind, not its equipment.
A duplicate
can be grown while the original still lives, or when the original soul is
unavailable, but the resulting body is merely a soulless bit of inert flesh,
which rots if not preserved.
Material
Component: The piece
of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost
500 gp).
Cloudkill
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20
ft. high
Duration: 1 min./level
Saving
Throw: Fortitude
partial; see text
Spell
Resistance: No
This spell
generates a bank of fog, similar to a fog cloud, except that its vapors
are yellowish green and poisonous. These vapors automatically kill any living
creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is
slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points
of Constitution damage on your turn each round while in the cloud).
A living
creature with 6 or more HD takes 1d4 points of Constitution damage on your turn
each round while in the cloud (a successful Fortitude save halves this damage).
Holding one’s breath doesn’t help, but creatures immune to poison are
unaffected by the spell.
Unlike a fog
cloud, the cloudkill moves away from you at 10 feet per round,
rolling along the surface of the ground.
Figure out
the cloud’s new spread each round based on its new point of origin, which is 10
feet farther away from the point of origin where you cast the spell.
Because the
vapors are heavier than air, they sink to the lowest level of the land, even
pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it
be cast underwater.
Color Spray
Illusion
(Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
A vivid cone
of clashing colors springs forth from your hand, causing creatures to become
stunned, perhaps also blinded, and possibly knocking them unconscious.
Each
creature within the cone is affected according to its Hit Dice.
2 HD or
less: The creature
is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned
for 1d4 rounds, and then stunned for 1 round. (Only living creatures are
knocked unconscious.)
3 or 4
HD: The creature is blinded
and stunned for 1d4 rounds, then stunned for 1 round.
5 or more
HD: The creature is
stunned for 1 round.
Sightless
creatures are not affected by color spray.
Material
Component: A pinch
each of powder or sand that is colored red, yellow, and blue.
Command
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving
Throw: Will negates
Spell
Resistance: Yes
You give the
subject a single command, which it obeys to the best of its ability at its
earliest opportunity. You may select from the following options.
Approach:
On its turn, the
subject moves toward you as quickly and directly as possible for 1 round. The
creature may do nothing but move during its turn, and it provokes attacks of
opportunity for this movement as normal.
Drop: On its turn, the subject drops
whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the
ground and remains prone for 1 round. It may act normally while prone but takes
any appropriate penalties.
Flee: On its turn, the subject moves away
from you as quickly as possible for 1 round. It may do nothing but move during
its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1
round. It may not take any actions but is not considered helpless.
If the
subject can’t carry out your command on its next turn, the spell automatically
fails.
Command, Greater
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level
This spell
functions like command, except that up to one creature per level may be
affected, and the activities continue beyond 1 round. At the start of each
commanded creature’s action after the first, it gets another Will save to
attempt to break free from the spell. Each creature must receive the same
command.
Command Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures,
no two of which can be more than 30 ft. apart
Duration: One day/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
allows you some degree of control over one or more plant creatures. Affected
plant creatures can understand you, and they perceive your words and actions in
the most favorable way (treat their attitude as friendly). They will not attack
you while the spell lasts. You can try to give a subject orders, but you must
win an opposed Charisma check to convince it to do anything it wouldn’t
ordinarily do. (Retries are not allowed.) A commanded plant never obeys
suicidal or obviously harmful orders, but it might be convinced that something
very dangerous is worth doing.
You can
affect a number of plant creatures whose combined level or HD do not exceed
twice your level.
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
allows you some degree of control over an undead creature. Assuming the subject
is intelligent, it perceives your words and actions in the most favorable way
(treat its attitude as friendly). It will not attack you while the spell lasts.
You can try to give the subject orders, but you must win an opposed Charisma
check to convince it to do anything it wouldn’t ordinarily do. (Retries are not
allowed.) An intelligent commanded undead never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is
worth doing.
A
nonintelligent undead creature gets no saving throw against this spell. When
you control a mindless being, you can communicate only basic commands, such as
“come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent
undead won’t resist suicidal or obviously harmful orders.
Any act by
you or your apparent allies that threatens the commanded undead (regardless of
its Intelligence) breaks the spell.
Your
commands are not telepathic. The undead creature must be able to hear you.
Material
Component: A shred
of raw meat and a splinter of bone.
Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact
your deity—or agents thereof —and ask questions that can be answered by a
simple yes or no. (A cleric of no particular deity contacts a philosophically
allied deity.) You are allowed one such question per caster level. The answers
given are correct within the limits of the entity’s knowledge. “Unclear” is a
legitimate answer, because powerful beings of the Outer Planes are not
necessarily omniscient. In cases where a one-word answer would be misleading or
contrary to the deity’s interests, a short phrase (five words or less) may be
given as an answer instead.
The spell,
at best, provides information to aid character decisions. The entities
contacted structure their answers to further their own purposes. If you lag,
discuss the answers, or go off to do anything else, the spell ends.
Material
Component: Holy (or
unholy) water and incense.
XP Cost: 100 XP.
Commune with Nature
Divination
Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become
one with nature, attaining knowledge of the surrounding territory. You
instantly gain knowledge of as many as three facts from among the following
subjects: the ground or terrain, plants, minerals, bodies of water, people,
general animal population, presence of woodland creatures, presence of powerful
unnatural creatures, or even the general state of the natural setting.
In outdoor
settings, the spell operates in a radius of 1 mile per caster level. In natural
underground settings—caves, caverns, and the like—the radius is limited to 100
feet per caster level. The spell does not function where nature has been
replaced by construction or settlement, such as in dungeons and towns.
Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
You can
understand the spoken words of creatures or read otherwise incomprehensible
written messages. In either case, you must touch the creature or the writing.
The ability to read does not necessarily impart insight into the material,
merely its literal meaning. The spell enables you to understand or read an
unknown language, not speak or write it.
Written
material can be read at the rate of one page (250 words) per minute. Magical
writing cannot be read, though the spell reveals that it is magical. This spell
can be foiled by certain warding magic (such as the secret page and illusory
script spells). It does not decipher codes or reveal messages concealed in
otherwise normal text.
Comprehend
languages can be
made permanent with a permanency spell.
Arcane
Material Component: A
pinch of soot and a few grains of salt.
Cone of Cold
Evocation
[Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
Cone of
cold creates an area
of extreme cold, originating at your hand and extending outward in a cone. It
drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Arcane
Material Component: A
very small crystal or glass cone.
Confusion
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
burst
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
causes the targets to become confused, making them unable to
independently determine what they will do.
Roll on the
following table at the beginning of each subject’s turn each round to see what
the subject does in that round.
d% |
Behavior |
01–10 |
Attack
caster with melee or ranged weapons (or close with caster if attack is not
possible). |
11–20 |
Act normally. |
21–50 |
Do nothing
but babble incoherently. |
51–70 |
Flee away
from caster at top possible speed. |
71–100 |
Attack
nearest creature (for this purpose, a familiar counts as part of the
subject’s self). |
A confused
character who can’t carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused
character. Any confused character who is attacked automatically
attacks its attackers on its next turn, as long as it is still confused when
its turn comes. Note that a confused character will not make attacks of
opportunity against any creature that it is not already devoted to attacking
(either because of its most recent action or because it has just been
attacked).
Arcane
Material Component: A
set of three nut shells.
Confusion, Lesser
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
This spell
causes a single creature to become confused for 1 round. See the confusion
spell, above, to determine the exact effect on the subject.
Consecrate
Evocation
[Good]
Level: Clr 2
Components: V, S, M, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving
Throw: None
Spell
Resistance: No
This spell
blesses an area with positive energy. Each Charisma check made to turn undead
within this area gains a +3 sacred bonus. Every undead creature entering a consecrated
area suffers minor disruption, giving it a –1 penalty on attack rolls,
damage rolls, and saves. Undead cannot be created within or summoned into a consecrated
area.
If the consecrated
area contains an altar, shrine, or other permanent fixture dedicated to your
deity, pantheon, or aligned higher power, the modifiers given above are doubled
(+6 sacred bonus on turning checks, –2 penalties for undead in the area). You
cannot consecrate an area with a similar fixture of a deity other than your own
patron.
If the area
does contain an altar, shrine, or other permanent fixture of a deity, pantheon,
or higher power other than your patron, the consecrate spell instead
curses the area, cutting off its connection with the associated deity or power.
This secondary function, if used, does not also grant the bonuses and penalties
relating to undead, as given above.
Consecrate
counters and dispels
desecrate.
Material
Component: A vial of
holy water and 25 gp worth (5 pounds) of silver dust, all of which must be
sprinkled around the area.
Contact Other Plane
Divination
Level: Sor/Wiz 5
Components: V
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
You send
your mind to another plane of existence (an Elemental Plane or some plane
farther removed) in order to receive advice and information from powers there.
(See the accompanying table for possible consequences and results of the
attempt.) The powers reply in a language you understand, but they resent such
contact and give only brief answers to your questions. (All questions are
answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other
one-word answer.)
You must
concentrate on maintaining the spell (a standard action) in order to ask
questions at the rate of one per round. A question is answered by the power
during the same round. For every two caster levels, you may ask one question.
Contact with
minds far removed from your home plane increases the probability that you will
incur a decrease to Intelligence and Charisma, but the chance of the power
knowing the answer, as well as the probability of the entity answering
correctly, are likewise increased by moving to distant planes.
Once the
Outer Planes are reached, the power of the deity contacted determines the
effects. (Random results obtained from the table are subject to the
personalities of individual deities.)
On rare
occasions, this divination may be blocked by an act of certain deities or
forces.
Plane
Contacted |
Avoid
Int/Cha Decrease |
True
Answer |
Don’t
Know |
Lie |
Random
Answer |
Elemental
Plane |
DC 7/1
week |
01–34 |
35–62 |
63–83 |
84–100 |
(appropriate) |
(DC 7/1
week) |
(01–68) |
(69–75) |
(76–98) |
(99–100) |
Positive/Negative
Energy Plane |
DC 8/1
week |
01–39 |
40–65 |
66–86 |
87–100 |
Astral
Plane |
DC 9/1
week |
01–44 |
45–67 |
68–88 |
89–100 |
Outer
Plane, demideity |
DC 10/2
weeks |
01–49 |
50–70 |
71–91 |
92–100 |
Outer
Plane, lesser deity |
DC 12/3
weeks |
01–60 |
61–75 |
76–95 |
96–100 |
Outer
Plane, intermediate deity |
DC 14/4
weeks |
01–73 |
74–81 |
82–98 |
99–100 |
Outer
Plane, greater deity |
DC 16/5
weeks |
01–88 |
89–90 |
91–99 |
100 |
Avoid
Int/Cha Decrease: You
must succeed on an Intelligence check against this DC to avoid a decrease in
Intelligence and Charisma. If the check fails, your Intelligence and Charisma
scores each fall to 8 for the stated duration, and you become unable to cast
arcane spells. If you lose Intelligence and Charisma, the effect strikes as
soon as the first question is asked, and no answer is received. (The entries in
parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results
of a Successful Contact:
d% is rolled for the result shown on the table:
True
Answer: You get a
true, one-word answer. Questions that cannot be answered in this way are
answered randomly.
Don’t
Know: The entity
tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random
Answer: The entity
tries to lie but doesn’t know the answer, so it makes one up.
Contagion
Necromancy
[Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz
4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
The subject
contracts a disease selected from the table below, which strikes immediately
(no incubation period). The DC noted is for the subsequent saves (use contagion’s
normal save DC for the initial saving throw).
Disease |
DC |
Damage |
Blinding
sickness |
16 |
1d4 Str1 |
Cackle
fever |
16 |
1d6 |
Filth
fever |
12 |
1d3 Dex
and 1d3 Con |
Mindfire |
12 |
1d4 Int |
Red ache |
15 |
1d6 Str |
Shakes |
13 |
1d8 Dex |
Slimy doom |
14 |
1d4 Con |
1 Each
time a victim takes 2 or more points of Strength damage from blinding
sickness, he or she must make another Fortitude save (using the disease’s
save DC) or be permanently blinded. |
Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: At least 10
minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until
discharged
You can
place another spell upon your person so that it comes into effect under some
condition you dictate when casting contingency. The contingency spell
and the companion spell are cast at the same time. The 10-minute casting time
is the minimum total for both castings; if the companion spell has a casting
time longer than 10 minutes, use that instead.
The spell to
be brought into effect by the contingency must be one that affects your
person and be of a spell level no higher than one-third your caster level
(rounded down, maximum 6th level).
The
conditions needed to bring the spell into effect must be clear, although they
can be general. In all cases, the contingency immediately brings into
effect the companion spell, the latter being “cast” instantaneously when the
prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the whole spell combination (contingency and the companion magic)
may fail when called on. The companion spell occurs based solely on the stated
conditions, regardless of whether you want it to.
You can use
only one contingency spell at a time; if a second is cast, the first one
(if still active) is dispelled.
Material
Component: That of
the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa,
or similar spell-using creature.
Focus: A statuette of you carved from
elephant ivory and decorated with gems (worth at least 1,500 gp). You must
carry the focus for the contingency to work.
Continual Flame
Evocation
[Light]
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
A flame,
equivalent in brightness to a torch, springs forth from an object that you
touch. The effect looks like a regular flame, but it creates no heat and
doesn’t use oxygen. A continual flame can be covered and hidden but not
smothered or quenched.
Light spells
counter and dispel darkness spells of an equal or lower level.
Material
Component: You
sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Control Plants
Transmutation
Level: Drd 8, Plant 8
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures,
no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: No
This spell
enables you to control the actions of one or more plant creatures for a short
period of time. You command the creatures by voice and they understand you, no
matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At
the end of the spell, the subjects revert to their normal behavior.
Suicidal or
self-destructive commands are simply ignored.
Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead
creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
enables you to command undead creatures for a short period of time. You command
them by voice and they understand you, no matter what language you speak. Even
if vocal communication is impossible the controlled undead do not attack you.
At the end of the spell, the subjects revert to their normal behavior.
Intelligent
undead creatures remember that you controlled them.
Material
Component: A small
piece of bone and a small piece of raw meat.
Control Water
Transmutation
[Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by
10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving
Throw: None; see
text
Spell
Resistance: No
Depending on
the version you choose, the control water spell raises or lowers water.
Lower
Water: This causes
water or similar liquid to reduce its depth by as much as 2 feet per caster
level (to a minimum depth of 1 inch). The water is lowered within a squarish
depression whose sides are up to caster level x 10 feet long. In extremely
large and deep bodies of water, such as a deep ocean, the spell creates a
whirlpool that sweeps ships and similar craft downward, putting them at risk
and rendering them unable to leave by normal movement for the duration of the
spell. When cast on water elementals and other water-based creatures, this
spell acts as a slow spell (Will negates). The spell has no effect on
other creatures.
Raise
Water: This causes
water or similar liquid to rise in height, just as the lower water version
causes it to lower. Boats raised in this way slide down the sides of the hump
that the spell creates. If the area affected by the spell includes riverbanks,
a beach, or other land nearby, the water can spill over onto dry land.
With either
version, you may reduce one horizontal dimension by half and double the other
horizontal dimension.
Arcane
Material Component: A
drop of water (for raise water) or a pinch of dust (for lower water).
Control Weather
Transmutation
Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting
Time: 10 minutes;
see text
Range: 2 miles
Area: 2-mile-radius circle, centered on
you; see text
Duration: 4d12 hours; see text
Saving
Throw: None
Spell
Resistance: No
You change
the weather in the local area. It takes 10 minutes to cast the spell and an
additional 10 minutes for the effects to manifest. You can call forth
weather appropriate to the climate and season of the area you are in.
Season |
Possible
Weather |
Spring |
Tornado,
thunderstorm, sleet storm, or hot weather |
Summer |
Torrential
rain, heat wave, or hailstorm |
Autumn |
Hot or
cold weather, fog, or sleet |
Winter |
Frigid
cold, blizzard, or thaw |
Late
winter |
Hurricane-force
winds or early spring (coastal area) |
You control
the general tendencies of the weather, such as the direction and intensity of
the wind. You cannot control specific applications of the weather—where
lightning strikes, for example, or the exact path of a tornado. When you select
a certain weather condition to occur, the weather assumes that condition 10
minutes later (changing gradually, not abruptly). The weather continues as you
left it for the duration, or until you use a standard action to designate a new
kind of weather (which fully manifests itself 10 minutes later). Contradictory
conditions are not possible simultaneously.
Control
weather can do away
with atmospheric phenomena (naturally occurring or otherwise) as well as create
them.
A druid
casting this spell doubles the duration and affects a circle with a 3-mile
radius.
Control Winds
Transmutation
[Air]
Level: Air 5, Drd 5
Components: V, S
Casting
Time: 1 standard
action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft.
high
Duration: 10 min./level
Saving
Throw: Fortitude
negates
Spell
Resistance: No
You alter
wind force in the area surrounding you. You can make the wind blow in a certain
direction or manner, increase its strength, or decrease its strength. The new
wind direction and strength persist until the spell ends or until you choose to
alter your handiwork, which requires concentration. You may create an “eye” of
calm air up to 80 feet in diameter at the center of the area if you so desire,
and you may choose to limit the area to any cylindrical area less than your
full limit.
Wind
Direction: You may
choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center
outward in equal strength in all directions.
• An updraft blows from the outer edges
in toward the center in equal strength from all directions, veering upward
before impinging on the eye in the center.
• A rotation causes the winds to circle
the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to
blow in one direction across the entire area from one side to the other.
Wind
Strength: For every
three caster levels, you can increase or decrease wind strength by one level.
Each round on your turn, a creature in the wind must make a Fortitude save or
suffer the effect of being in the windy area.
Strong winds
(21+ mph) make sailing difficult.
A severe
wind (31+ mph) causes minor ship and building damage.
A windstorm
(51+ mph) drives most flying creatures from the skies, uproots small trees,
knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane
force winds (75+ mph) destroy wooden buildings, sometimes uproot even large
trees, and cause most ships to founder.
A tornado
(175+ mph) destroys all nonfortified buildings and often uproots large trees.
Create Food and Water
Conjuration
(Creation)
Level: Clr 3
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three
humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving
Throw: None
Spell
Resistance: No
The food
that this spell creates is simple fare of your choice—highly nourishing, if
rather bland. Food so created decays and becomes inedible within 24 hours,
although it can be kept fresh for another 24 hours by casting a purify food
and water spell on it. The water created by this spell is just like clean
rain water, and it doesn’t go bad as the food does.
Create Greater Undead
Necromancy
[Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
This spell
functions like create undead, except that you can create more powerful and
intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The
type or types of undead you can create is based on your caster level, as shown
on the table below.
Caster
Level |
Undead
Created |
15th or
lower |
Shadow |
16th–17th |
Wraith |
18th–19th |
Spectre |
20th or
higher |
Devourer |
Create Object
Conjuration (Creation)
Level: Prosperity 4, Sor/Wiz 6
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: You create a normal object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a normal object of a type you have seen before. The object must be
non-magical, non-alchemical, non-living, weigh less then 50 pounds and be worth
no more than 1000 marks.
Material Component: A small hammer
XP Cost: 10 per 100 marks in value.
Create Object of Value
Conjuration (Creation)
Level: Prosperity 7, Sor/Wiz 8
Components: V, S, M, DF, XP
Duration: Permanent
This spell functions as create object except that you can create any
kind of nonliving object weighing up to 1000 pounds and worth up to 10,000
marks, as long as you have seen that type of object before.
Material Component: A small hammer
XP Cost: 10 per 100 marks in value.
Create Undead
Necromancy
[Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
A much more
potent spell than animate dead, this evil spell allows you to create
more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or
types of undead you can create is based on your caster level, as shown on the
table below.
Caster Level |
Undead Created |
11th or
lower |
Ghoul |
12th–14th |
Ghast |
15th–17th |
Mummy |
18th or
higher |
Mohrg |
You may
create less powerful undead than your level would allow if you choose. Created
undead are not automatically under the control of their animator. If you are
capable of commanding undead, you may attempt to command the undead creature as
it forms.
This spell
must be cast at night.
Material
Component: A clay
pot filled with grave dirt and another filled with brackish water. The spell
must be cast on a dead body. You must place a black onyx gem worth at least 50
gp per HD of the undead to be created into the mouth or eye socket of each
corpse. The magic of the spell turns these gems into worthless shells.
Create Water
Conjuration
(Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
generates wholesome, drinkable water, just like clean rain water. Water can be
created in an area as small as will actually contain the liquid, or in an area
three times as large—possibly creating a downpour or filling many small
receptacles.
Note: Conjuration spells can’t create
substances or objects within a creature. Water weighs about 8 pounds per
gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Creeping Doom
Conjuration
(Summoning)
Level: Drd 7
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100
ft.; see text
Effect: One swarm of centipedes per two
levels
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
When you
utter the spell of creeping doom, you call forth a mass of centipede
swarms (one per two caster levels, to a maximum of ten swarms at 20th level),
which need not appear adjacent to one another.
You may
summon the centipede swarms so that they share the area of other creatures. The
swarms remain stationary, attacking any creatures in their area, unless you
command the creeping doom to move (a standard action). As a standard action,
you can command any number of the swarms to move toward any prey within 100
feet of you. You cannot command any swarm to move more than 100 feet away from
you, and if you move more than 100 feet from any swarm, that swarm remains
stationary, attacking any creatures in its area (but it can be commanded again
if you move within 100 feet).
Crushing Despair
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
An invisible
cone of despair causes great sadness in the subjects. Each affected creature
takes a –2 penalty on attack rolls, saving throws, ability checks, skill
checks, and weapon damage rolls.
Crushing
despair counters and
dispels good hope.
Material
Component: A vial of
tears.
Crushing Hand
Evocation
[Force]
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
This spell
functions like interposing hand, except that the hand can interpose
itself, push, or crush one opponent that you select.
The crushing
hand can grapple an opponent like grasping hand does. Its grapple
bonus equals your caster level + your Intelligence, Wisdom, or Charisma
modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s
Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage
(lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing
hand can also interpose itself as interposing hand does, or it can
bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing
the spell to a new target is a move action.
Clerics who
cast this spell name it for their deities.
Arcane
Material Component: The
shell of an egg.
Arcane
Focus: A glove of
snakeskin.
Cure Critical Wounds
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
This spell
functions like cure light wounds, except that it cures 4d8 points of
damage +1 point per caster level (maximum +20).
Cure Critical Wounds, Mass
Conjuration
(Healing)
Level: Clr 8, Drd 9, Healing 8
This spell
functions like mass cure light wounds, except that it cures 4d8 points
of damage +1 point per caster level (maximum +40).
Cure Light Wounds
Conjuration
(Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal
1, Rgr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half
(harmless); see text
Spell
Resistance: Yes
(harmless); see text
When laying
your hand upon a living creature, you channel positive energy that cures 1d8
points of damage +1 point per caster level (maximum +5).
Since undead
are powered by negative energy, this spell deals damage to them instead of
curing their wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.
Cure Light Wounds, Mass
Conjuration
(Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will half
(harmless) or Will half; see text
Spell
Resistance: Yes
(harmless) or Yes; see text
You channel
positive energy to cure 1d8 points of damage +1 point per caster level (maximum
+25) in each selected creature.
Like other cure
spells, mass cure light wounds deals damage to undead in its area
rather than curing them. Each affected undead may attempt a Will save for half
damage.
Cure Minor Wounds
Conjuration
(Healing)
Level: Clr 0, Drd 0
This spell
functions like cure light wounds, except that it cures only 1 point of
damage.
Cure Moderate Wounds
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal
3, Rgr 3
This spell
functions like cure light wounds, except that it cures 2d8 points of
damage +1 point per caster level (maximum +10).
Cure Moderate Wounds, Mass
Conjuration
(Healing)
Level: Brd 6, Clr 6, Drd 7
This spell
functions like mass cure light wounds, except that it cures 2d8 points
of damage +1 point per caster level (maximum +30).
Cure Serious Wounds
Conjuration
(Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4,
Healing 3
This spell
functions like cure light wounds, except that it cures 3d8 points of
damage +1 point per caster level (maximum +15).
Cure Serious Wounds, Mass
Conjuration
(Healing)
Level: Clr 7, Drd 8
This spell
functions like mass cure light wounds, except that it cures 3d8 points
of damage +1 point per caster level (maximum +35).
Curse Water
Necromancy
[Evil]
Level: Clr 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 spell
imbues a flask (1 pint) of water with negative energy, turning it into unholy
water. Unholy water damages good outsiders the way holy water damages undead
and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).