Dancing Lights
Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-
ft.-radius area
Duration: 1 minute (D)
Saving
Throw: None
Spell
Resistance: No
Depending on
the version selected, you create up to four lights that resemble lanterns or
torches (and cast that amount of light), or up to four glowing spheres of light
(which look like will-o’-wisps), or one faintly glowing, vaguely humanoid
shape. The dancing lights must stay within a 10-foot-radius area in
relation to each other but otherwise move as you desire (no concentration
required): forward or back, up or down, straight or turning corners, or the
like. The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell’s range.
Dancing
lights can be made
permanent with a permanency spell.
Darkness
Evocation
[Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
causes an object to radiate shadowy illumination out to a 20-foot radius. All
creatures in the area gain concealment (20% miss chance). Even creatures that
can normally see in such conditions (such as with darkvision or low-light
vision) have the miss chance in an area shrouded in magical darkness.
Normal
lights (torches, candles, lanterns, and so forth) are incapable of brightening
the area, as are light spells of lower level. Higher level light spells are not
affected by darkness.
If darkness
is cast on a small object that is then placed inside or under a lightproof
covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell
of equal or lower spell level.
Arcane
Material Component: A
bit of bat fur and either a drop of pitch or a piece of coal.
Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
gains the ability to see 60 feet even in total darkness. Darkvision is black
and white only but otherwise like normal sight. Darkvision does not
grant one the ability to see in magical darkness.
Darkvision
can be made
permanent with a permanency spell.
Material
Component: Either a
pinch of dried carrot or an agate.
Daylight
Evocation
[Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz
3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
The object
touched sheds light as bright as full daylight in a 60-foot radius, and dim light
for an additional 60 feet beyond that. Creatures that take penalties in bright
light also take them while within the radius of this magical light. Despite its
name, this spell is not the equivalent of daylight for the purposes of
creatures that are damaged or destroyed by bright light.
If daylight
is cast on a small object that is then placed inside or under a light-
proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical
darkness (or vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness
spell of equal or lower level, such as darkness.
Daze
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or
less
Duration: 1 round
Saving
Throw: Will negates
Spell
Resistance: Yes
This
enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so
that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed
subject is not stunned, so attackers get no special advantage against it.
Material
Component: A pinch
of wool or similar substance.
Daze Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature of 6 HD or less
This spell
functions like daze, but daze monster can affect any one living creature
of any type. Creatures of 7 or more HD are not affected.
Death Knell
Necromancy
[Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of
subject; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
You draw
forth the ebbing life force of a creature and use it to fuel your own power.
Upon casting this spell, you touch a living creature that has –1 or fewer hit
points. If the subject fails its saving throw, it dies, and you gain 1d8
temporary hit points and a +2 bonus to Strength. Additionally, your effective
caster level goes up by +1, improving spell effects dependent on caster level.
(This increase in effective caster level does not grant you access to more
spells.) These effects last for 10 minutes per HD of the subject creature.
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
is immune to all death spells, magical death effects, energy drain, and any
negative energy effects.
This spell
doesn’t remove negative levels that the subject has already gained, nor does it
affect the saving throw necessary 24 hours after gaining a negative level.
Death
ward does not
protect against other sorts of attacks even if those attacks might be lethal.
Deathwatch
Necromancy
[Evil]
Level: Clr 1
Components: V, S
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
Using the
foul sight granted by the powers of unlife, you can determine the condition of
creatures near death within the spell’s range. You instantly know whether each
creature within the area is dead, fragile (alive and wounded, with 3 or fewer
hit points left), fighting off death (alive with 4 or more hit points), undead,
or neither alive nor dead (such as a construct).
Deathwatch
sees through any
spell or ability that allows creatures to feign death.
Deep Slumber
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2 levels)
This spell
functions like sleep, except that it affects 10 HD of creatures.
Deeper Darkness
Evocation
[Darkness]
Level: Clr 3
Duration: One day/level (D)
This spell
functions like darkness, except that the object radiates shadowy
illumination in a 60-foot radius and the darkness lasts longer.
Daylight brought into an area of deeper
darkness (or vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas of effect.
Deeper
darkness counters
and dispels any light spell of equal or lower level, including daylight and
light.
Delay Poison
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The subject
becomes temporarily immune to poison. Any poison in its system or any poison to
which it is exposed during the spell’s duration does not affect the subject
until the spell’s duration has expired. Delay poison does not cure any
damage that poison may have already done.
Delayed Blast Fireball
Evocation
[Fire]
Level: Sor/Wiz 7
Duration: 5 rounds or less; see text
This spell
functions like fireball, except that it is more powerful and can detonate
up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of
fire damage per caster level (maximum 20d6).
The glowing
bead created by delayed blast fireball can detonate immediately if you
desire, or you can choose to delay the burst for as many as 5 rounds. You
select the amount of delay upon completing the spell, and that time cannot
change once it has been set unless someone touches the bead (see below). If you
choose a delay, the glowing bead sits at its destination until it detonates. A
creature can pick up and hurl the bead as a thrown weapon (range increment 10
feet). If a creature handles and moves the bead within 1 round of its
detonation, there is a 25% chance that the bead detonates while being handled.
Demand
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving
Throw: Will partial
Spell
Resistance: Yes
This spell
functions like sending, but the message can also contain a suggestion
(see the suggestion spell), which the subject does its best to carry
out. A successful Will save negates the suggestion effect but not the
contact itself. The demand, if received, is understood even if the
subject’s Intelligence score is as low as 1. If the message is impossible or
meaningless according to the circumstances that exist for the subject at the
time the demand is issued, the message is understood but the suggestion
is ineffective.
The demand’s
message to the creature must be twenty-five words or less, including the suggestion.
The creature can also give a short reply immediately.
Material
Component: A short
piece of copper wire and some small part of the subject—a hair, a bit of nail,
or the like.
Desecrate
Evocation
[Evil]
Level: Clr 2, Evil 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: Yes
This spell
imbues an area with negative energy. Each Charisma check made to turn undead
within this area takes a –3 profane penalty, and every undead creature entering
a desecrated area gains a +1 profane bonus on attack rolls, damage
rolls, and saving throws. An undead creature created within or summoned into
such an area gains +1 hit points per HD.
If the desecrated
area contains an altar, shrine, or other permanent fixture dedicated to
your deity or aligned higher power, the modifiers given above are doubled (–6
profane penalty on turning checks, +2 profane bonus and +2 hit points per HD
for undead in the area).
Furthermore,
anyone who casts animate dead within this area may create as many as
double the normal amount of undead (that is, 4 HD per caster level rather than
2 HD per caster level).
If the area
contains an altar, shrine, or other permanent fixture of a deity, pantheon, or
higher power other than your patron, the desecrate 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.
Desecrate
counters and dispels
consecrate.
Material
Component: A vial of
unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be
sprinkled around the area.
Destruction
Necromancy
[Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
This spell
instantly slays the subject and consumes its remains (but not its equipment and
possessions) utterly. If the target’s Fortitude saving throw succeeds, it
instead takes 10d6 points of damage. The only way to restore life to a
character who has failed to save against this spell is to use true
resurrection, a carefully worded wish spell followed by resurrection,
or miracle.
Focus: A special holy (or unholy) symbol of
silver marked with verses of anathema (cost 500 gp).
Detect Animals or Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
detect a particular kind of animal or plant in a cone emanating out from you in
whatever direction you face. You must think of a kind of animal or plant when
using the spell, but you can change the animal or plant kind each round. The
amount of information revealed depends on how long you search a particular area
or focus on a specific kind of animal or plant.
1st Round:
Presence or absence
of that kind of animal or plant in the area.
2nd
Round: Number of
individuals of the specified kind in the area, and the condition of the
healthiest specimen.
3rd
Round: The condition
(see below) and location of each individual present. If an animal or plant is
outside your line of sight, then you discern its direction but not its exact
location.
Conditions:
For purposes of this
spell, the categories of condition are as follows:
Normal: Has
at least 90% of full normal hit points, free of disease.
Fair: 30% to
90% of full normal hit points remaining.
Poor: Less
than 30% of full normal hit points remaining, afflicted with a disease, or
suffering from a debilitating injury.
Weak: 0 or
fewer hit points remaining, afflicted with a disease in the terminal stage, or
crippled.
If a
creature falls into more than one category, the spell indicates the weaker of
the two.
Each round
you can turn to detect a kind of animal or plant in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Chaos
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of chaotic
creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items,
and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Evil
Divination
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
sense the presence of evil. The amount of information revealed depends on how
long you study a particular area or subject.
1st
Round: Presence or
absence of evil.
2nd
Round: Number of
evil auras (creatures, objects, or spells) in the area and the power of the
most potent evil aura present.
If you are
of good alignment, and the strongest evil aura’s power is overwhelming (see
below), and the HD or level of the aura’s source is at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The power and
location of each aura. If an aura is outside your line of sight, then you
discern its direction but not its exact location.
Aura
Power: An evil
aura’s power depends on the type of evil creature or object that you’re
detecting and its HD, caster level, or (in the case of a cleric) class level;
see the accompanying table. If an aura falls into more than one strength
category, the spell indicates the stronger of the two.
|
———————— Aura Power ———————— |
|||
Creature/Object |
Faint |
Moderate |
Strong |
Overwhelming |
Evil
creature1 (HD) |
10 or lower |
11–25 |
26–50 |
51 or higher |
Undead
(HD) |
2 or lower |
3–8 |
9–20 |
21 or higher |
Evil
outsider (HD) |
1 or lower |
2–4 |
5–10 |
11 or higher |
Cleric of
an evil deity 2 (class levels) |
1 |
2–4 |
5–10 |
11 or higher |
Evil magic
item or spell (caster level) |
2nd or lower |
3rd–8th |
9th–20th |
21st or higher |
1 Except for undead and outsiders, which have their own entries on the table. |
||||
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. |
Lingering
Aura: An evil aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a creature or magic item). If detect evil is
cast and directed at such a location, the spell indicates an aura strength of
dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
Original
Strength |
Duration of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Animals,
traps, poisons, and other potential perils are not evil, and as such this spell
does not detect them.
Each round,
you can turn to detect evil in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect Good
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of good
creatures, clerics or paladins of good deities, good spells, and good magic
items, and you are vulnerable to an overwhelming good aura if you are evil.
Healing potions, antidotes, and similar beneficial items are not good.
Detect Law
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of lawful
creatures, clerics of lawful deities, lawful spells, and lawful magic items,
and you are vulnerable to an overwhelming lawful aura if you are chaotic.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You detect
magical auras. The amount of information revealed depends on how long you study
a particular area or subject.
1st
Round: Presence or
absence of magical auras.
2nd
Round: Number of
different magical auras and the power of the most potent aura.
3rd
Round: The strength
and location of each aura. 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 +
half caster level for a nonspell effect.)
Magical
areas, multiple types of magic, or strong local magical emanations may distort
or conceal weaker auras.
Aura
Strength: An aura’s
power depends on a spell’s functioning spell level or an item’s caster level.
If an aura falls into more than one category, detect magic indicates the
stronger of the two.
|
————————— Aura Power ————————— |
|||
Spell
or Object |
Faint |
Moderate |
Strong |
Overwhelming |
Functioning
spell (spell level) |
3rd or lower |
4th–6th |
7th–9th |
10th+ (deity-level) |
Magic item
(caster level) |
5th or lower |
6th–11th |
12th–20th |
21st+ (artifact) |
Lingering
Aura: A magical aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and
directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends
on its original power:
Original
Strength |
Duration
of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Outsiders
and elementals are not magical in themselves, but if they are summoned, the
conjuration spell registers.
Each round,
you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect
magic can be made
permanent with a permanency spell.
Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz
0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or
Area: One creature,
one object, or a 5-ft. cube
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You
determine whether a creature, object, or area has been poisoned or is poisonous.
You can determine the exact type of poison with a DC 20 Wisdom check. A
character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check
if the Wisdom check fails, or may try the Craft (alchemy) check prior to the
Wisdom check.
The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on
you
Duration: 24 hours
Saving
Throw: None
Spell
Resistance: No
You
immediately become aware of any attempt to observe you by means of a divination
(scrying) spell or effect. The spell’s area radiates from you and moves as you
move. You know the location of every magical sensor within the spell’s area.
If the
scrying attempt originates within the area, you also know its location;
otherwise, you and the scrier immediately make opposed caster level checks
(1d20 + caster level). If you at least match the scrier’s result, you get a
visual image of the scrier and an accurate sense of his or her direction and
distance from you.
Material
Component: A small
piece of mirror and a miniature brass hearing trumpet.
Detect Secret Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
detect secret doors, compartments, caches, and so forth. Only passages, doors,
or openings that have been specifically constructed to escape detection are
detected by this spell. The amount of information revealed depends on how long
you study a particular area or subject.
1st Round:
Presence or absence
of secret doors.
2nd
Round: Number of
secret doors and the location of each. If an aura is outside your line of
sight, then you discern its direction but not its exact location.
Each
Additional Round: The
mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
detect simple pits, deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect
snares and pits does
detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe
walls of natural rock (a deadfall). However, it does not reveal other
potentially dangerous conditions. The spell does not detect magic traps (except
those that operate by pit, deadfall, or snaring; see the spell snare),
nor mechanically complex ones, nor those that have been rendered safe or
inactive.
The amount
of information revealed depends on how long you study a particular area.
1st
Round: Presence or
absence of hazards.
2nd
Round: Number of
hazards and the location of each. If a hazard is outside your line of sight,
then you discern its direction but not its exact location.
Each
Additional Round: The
general type and trigger for one particular hazard closely examined by you.
Each round,
you can turn to detect snares and pits in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect Thoughts
Divination
[Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
(D)
Saving
Throw: Will negates;
see text
Spell
Resistance: No
You detect
surface thoughts. The amount of information revealed depends on how long you
study a particular area or subject.
1st
Round: Presence or
absence of thoughts (from conscious creatures with Intelligence scores of 1 or
higher).
2nd
Round: Number of
thinking minds and the Intelligence score of each. If the highest Intelligence
is 26 or higher (and at least 10 points higher than your own Intelligence
score), you are stunned for 1 round and the spell ends. This spell does not let
you determine the location of the thinking minds if you can’t see the creatures
whose thoughts you are detecting.
3rd
Round: Surface
thoughts of any mind in the area. A target’s Will save prevents you from
reading its thoughts, and you must cast detect thoughts again to have
another chance. Creatures of animal intelligence (Int 1 or 2) have simple,
instinctual thoughts that you can pick up.
Each round,
you can turn to detect thoughts in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Arcane
Focus: A copper
piece.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
detect the aura that surrounds undead creatures. The amount of information
revealed depends on how long you study a particular area.
1st
Round: Presence or
absence of undead auras.
2nd
Round: Number of
undead auras in the area and the strength of the strongest undead aura present.
If you are of good alignment, and the strongest undead aura’s strength is
overwhelming (see below), and the creature has HD of at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The strength
and location of each undead aura. If an aura is outside your line of sight,
then you discern its direction but not its exact location.
Aura
Strength: The
strength of an undead aura is determined by the HD of the undead creature, as
given on the following table:
HD |
Strength |
1 or lower |
Faint |
2–4 |
Moderate |
5–10 |
Strong |
11 or
higher |
Overwhelming |
Lingering
Aura: An undead aura
lingers after its original source is destroyed. If detect undead is cast
and directed at such a location, the spell indicates an aura strength of dim
(even weaker than a faint aura). How long the aura lingers at this dim level
depends on its original power:
Original Strength |
Duration of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Each round,
you can turn to detect undead in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Arcane
Material Component: A
bit of earth from a grave.
Dictum
Evocation
[Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Nonlawful creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any
nonlawful creature within the area of a dictum spell suffers the
following ill effects.
HD |
Effect |
Equal to
caster level |
Deafened |
Up to
caster level –1 |
Slowed,
deafened |
Up to
caster level –5 |
Paralyzed,
slowed, deafened |
Up to
caster level –10 |
Killed,
paralyzed, slowed, deafened |
The effects
are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The creature is
deafened for 1d4 rounds.
Slowed: The creature is slowed, as by
the slow spell, 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, nonlawful 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 dictum. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by dictum.
Dimension Door
Conjuration
(Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other
touched willing creatures
Duration: Instantaneous
Saving
Throw: None and Will
negates (object)
Spell
Resistance: No and
Yes (object)
You
instantly transfer yourself from your current location to any other spot within
range. You always arrive at exactly the spot desired—whether by simply
visualizing the area or by stating direction. After using this spell, you can’t
take any other actions until your next turn. You can bring along objects as
long as their weight doesn’t exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or objects up to
its maximum load) or its equivalent per three caster levels. A Large creature
counts as two Medium creatures, a Huge creature counts as two Large creatures,
and so forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with you.
If you
arrive in a place that is already occupied by a solid body, you and each
creature traveling with you take 1d6 points of damage and are shunted to a
random open space on a suitable surface within 100 feet of the intended
location.
If there is
no free space within 100 feet, you and each creature traveling with you take an
additional 2d6 points of damage and are shunted to a free space within 1,000
feet. If there is no free space within 1,000 feet, you and each creature
travelling with you take an additional 4d6 points of damage and the spell
simply fails.
Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(object)
A green ray
springs from your outstretched hand. You must make a ranged touch attack to hit
the target. Any creature or object struck by the ray is covered with a
shimmering emerald field that completely blocks extradimensional travel. Forms
of movement barred by a dimensional anchor include astral projection,
blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift,
shadow walk, teleport, and similar spell-like or psionic abilities. The
spell also prevents the use of a gate or teleportation circle for
the duration of the spell.
A dimensional
anchor does not interfere with the movement of creatures already in
ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning spell.
Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on
a point in space
Duration: One day/level
Saving
Throw: None
Spell
Resistance: Yes
You create a
shimmering emerald barrier that completely blocks extradimensional travel.
Forms of movement barred include astral projection, blink, dimension door,
ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and
similar spell-like or psionic abilities. Once dimensional lock is in
place, extradimensional travel into or out of the area is not possible.
A dimensional
lock does not interfere with the movement of creatures already in ethereal
or astral form when the spell is cast, nor does it block extradimensional
perception or attack forms. Also, the spell does not prevent summoned creatures
from disappearing at the end of a summoning spell.
Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: See text
Target or
Area: See text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
has two versions.
Prune
Growth: This version
causes normal vegetation within long range (400 feet + 40 feet per level) to
shrink to about one-third of their normal size, becoming untangled and less
bushy. The affected vegetation appears to have been carefully pruned and
trimmed.
At your
option, the area can be a 100- foot-radius circle, a 150-foot-radius
semicircle, or a 200-foot-radius quarter-circle.
You may also
designate portions of the area that are not affected.
Stunt
Growth: This version
targets normal plants within a range of 1/2 mile, reducing their potential
productivity over the course of the following year to one third below normal.
Diminish
plants counters plant
growth.
This spell
has no effect on plant creatures.
Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving
Throw: Will negates
Spell
Resistance: No
Each round,
you concentrate on one subject, who must be within range. You know if the
subject deliberately and knowingly speaks a lie by discerning disturbances in
its aura caused by lying. The spell does not reveal the truth, uncover
unintentional inaccuracies, or necessarily reveal evasions.
Each round,
you may concentrate on a different subject.
Discern Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting
Time: 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
A discern
location spell is among the most powerful means of locating creatures or
objects. Nothing short of a mind blank spell or the direct intervention
of a deity keeps you from learning the exact location of a single individual or
object. Discern location circumvents normal means of protection from
scrying or location. The spell reveals the name of the creature or object’s
location (place, name, business name, building name, or the like), community,
county (or similar political division), country, continent, and the plane of
existence where the target lies.
To find a
creature with the spell, you must have seen the creature or have some item that
once belonged to it. To find an object, you must have touched it at least once.
Disguise Self
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level (D)
You make
yourself—including clothing, armor, weapons, and equipment—look different. You
can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change
your body type. Otherwise, the extent of the apparent change is up to you. You
could add or obscure a minor feature or look like an entirely different person.
The spell
does not provide the abilities or mannerisms of the chosen form, nor does it
alter the perceived tactile (touch) or audible (sound) properties of you or
your equipment.
If you use
this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature
that interacts with the glamer gets a Will save to recognize it as an illusion.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw: Fortitude
partial (object)
Spell
Resistance: Yes
A thin,
green ray springs from your pointing finger. You must make a successful ranged
touch attack to hit. Any creature struck by the ray takes 2d6 points of damage
per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit
points by this spell is entirely disintegrated, leaving behind only a trace of
fine dust. A disintegrated creature’s equipment is unaffected.
When used
against an object, the ray simply disintegrates as much as one 10- foot cube of
nonliving matter. Thus, the spell disintegrates only part of any very large
object or structure targeted. The ray affects even objects constructed entirely
of force, such as forceful hand or a wall of force, but not
magical effects such as a globe of invulnerability or an antimagic
field.
A creature
or object that makes a successful Fortitude save is partially affected, taking
only 5d6 points of damage. If this damage reduces the creature or object to 0
or fewer hit points, it is entirely disintegrated.
Only the first
creature or object struck can be affected; that is, the ray affects only one
target per casting.
Arcane
Material Component: A
lodestone and a pinch of dust.
Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
forces an extraplanar creature back to its proper plane if it fails a special
Will save (DC = spell’s save DC – creature’s HD + your caster level). If the
spell is successful, the creature is instantly whisked away, but there is a 20%
chance of actually sending the subject to a plane other than its own.
Dispel Chaos
Abjuration
[Lawful]
Level: Clr 5, Law 5, Pal 4
This spell
functions like dispel evil, except that you are surrounded by constant,
blue, lawful energy, and the spell affects chaotic creatures and spells rather
than evil ones.
Dispel Evil
Abjuration
[Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target or
Targets: You and a
touched evil creature from another plane; or you and an enchantment or evil
spell on a touched creature or object
Duration: 1 round/level or until discharged,
whichever comes first
Saving
Throw: See text
Spell
Resistance: See text
Shimmering,
white, holy energy surrounds you. This power has three effects.
First, you
gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on
making a successful melee touch attack against an evil creature from another
plane, you can choose to drive that creature back to its home plane. The
creature can negate the effects with a successful Will save (spell resistance
applies). This use discharges and ends the spell.
Third, with
a touch you can automatically dispel any one enchantment spell cast by an evil
creature or any one evil spell. Exception: Spells that can’t be
dispelled by dispel magic also can’t be dispelled by dispel evil.
Saving throws and spell resistance do not apply to this effect. This use
discharges and ends the spell.
Dispel Good
Abjuration
[Evil]
Level: Clr 5, Evil 5
This spell
functions like dispel evil, except that you are surrounded by dark,
wavering, unholy energy, and the spell affects good creatures and spells rather
than evil ones.
Dispel Law
Abjuration
[Chaotic]
Level: Chaos 5, Clr 5
This spell
functions like dispel evil, except that you are surrounded by
flickering, yellow, chaotic energy, and the spell affects lawful creatures and
spells rather than evil ones.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3,
Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target or
Area: One
spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You can use dispel
magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing
spells (or at least their effects) within an area, or to counter another
spellcaster’s spell. A dispelled spell ends as if its duration had expired.
Some spells, as detailed in their descriptions, can’t be defeated by dispel
magic. Dispel magic can dispel (but not counter) spell-like effects
just as it does spells.
Note: The effect of a spell with an
instantaneous duration can’t be dispelled, because the magical effect is
already over before the dispel magic can take effect.
You choose
to use dispel magic in one of three ways: a targeted dispel, an area
dispel, or a counterspell:
Targeted
Dispel: One object,
creature, or spell is the target of the dispel magic spell. You make a
dispel check (1d20 + your caster level, maximum +10) against the spell or
against each ongoing spell currently in effect on the object or creature. The
DC for this dispel check is 11 + the spell’s caster level. If you succeed on a
particular check, that spell is dispelled; if you fail, that spell remains in
effect.
If you
target an object or creature that is the effect of an ongoing spell (such as a
monster summoned by monster summoning), you make a dispel check to end
the spell that conjured the object or creature.
If the
object that you target is a magic item, you make a dispel check against the
item’s caster level. If you succeed, all the item’s magical properties are
suppressed for 1d4 rounds, after which the item recovers on its own. A
suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding) is temporarily
closed. A magic item’s physical properties are unchanged: A suppressed magic
sword is still a sword (a masterwork sword, in fact). Artifacts and deities are
unaffected by mortal magic such as this.
You
automatically succeed on your dispel check against any spell that you cast
yourself.
Area
Dispel: When dispel
magic is used in this way, the spell affects everything within a 20-foot
radius.
For each
creature within the area that is the subject of one or more spells, you make a
dispel check against the spell with the highest caster level. If that check
fails, you make dispel checks against progressively weaker spells until you
dispel one spell (which discharges the dispel magic spell so far as that
target is concerned) or until you fail all your checks. The creature’s magic
items are not affected.
For each
object within the area that is the target of one or more spells, you make
dispel checks as with creatures. Magic items are not affected by an area
dispel.
For each
ongoing area or effect spell whose point of origin is within the area of the dispel
magic spell, you can make a dispel check to dispel the spell.
For each
ongoing spell whose area overlaps that of the dispel magic spell, you
can make a dispel check to end the effect, but only within the overlapping
area.
If an object
or creature that is the effect of an ongoing spell (such as a monster summoned
by monster summoning) is in the area, you can make a dispel check to end
the spell that conjured that object or creature (returning it whence it came)
in addition to attempting to dispel spells targeting the creature or object.
You may
choose to automatically succeed on dispel checks against any spell that you
have cast.
Counterspell:
When dispel magic
is used in this way, the spell targets a spellcaster and is cast as a
counterspell. Unlike a true counterspell, however, dispel magic may not
work; you must make a dispel check to counter the other spellcaster’s spell.
Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell
functions like dispel magic, except that the maximum caster level on
your dispel check is +20 instead of +10.
Additionally,
greater dispel magic has a chance to dispel any effect that remove
curse can remove, even if dispel magic can’t dispel that effect.
Displacement
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes (harmless)
The subject
of this spell appears to be about 2 feet away from its true location. The
creature benefits from a 50% miss chance as if it had total concealment.
However, unlike actual total concealment, displacement does not prevent
enemies from targeting the creature normally. True seeing reveals its
true location.
Material
Component: A small
strip of leather twisted into a loop.
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You direct a
ray of positive energy. You must make a ranged touch attack to hit, and if the
ray hits an undead creature, it deals 1d6 points of damage to it.
Disrupting Weapon
Transmutation
Level: Clr 5
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving
Throw: Will negates
(harmless, object); see text
Spell
Resistance: Yes
(harmless, object)
This spell makes
a melee weapon deadly to undead. Any undead creature with HD equal to or less
than your caster level must succeed on a Will save or be destroyed utterly if
struck in combat with this weapon. Spell resistance does not apply against the
destruction effect.
Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury
but more powerful, a divination spell can provide you with a useful
piece of advice in reply to a question concerning a specific goal, event, or
activity that is to occur within one week. The advice can be as simple as a
short phrase, or it might take the form of a cryptic rhyme or omen. If your
party doesn’t act on the information, the conditions may change so that the
information is no longer useful. The base chance for a correct divination is
70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you
know the spell failed, unless specific magic yielding false information is at
work.
As with augury,
multiple divinations about the same topic by the same caster use the
same dice result as the first divination spell and yield the same answer
each time.
Material
Component: Incense
and a sacrificial offering appropriate to your religion, together worth at
least 25 gp.
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute
Calling upon
the strength and wisdom of a deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster levels you have (at least +1,
maximum +6). The bonus doesn’t apply to spell damage.
Divine Path
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 7, Wisdom 7
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This spell summons a sign to guide the caster on a divinely appointed path. The
sign can be as subtle as a path over rocky ground that appears slightly
smoother than alternative routes, or as blatant as a pillar of cloud or flame
that stays a constant distance ahead of the caster as long as he keeps on the
path.
Note that, unlike find the path, divine path leads the caster to an
unknown location: wherever it is that his god wants him to go.
Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon
the divine power of your patron, you imbue yourself with strength and skill in
combat. Your base attack bonus becomes equal to your character level (which may
give you additional attacks), you gain a +6 enhancement bonus to Strength, and
you gain 1 temporary hit point per caster level.
Divine Warrior
Enchantment (Compulsion) [Mind-Affecting]
Level: Battle 9, Cleric 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No
This spell transforms a single creature into a divine champion. The recipient
gains a bonus on attack rolls, saves, damage, and skill checks equal to your
Wisdom modifier, immunity to fear effects, and temporary hit points equal to
your caster level plus your Wisdom modifier (maximum 26). The recipient also
does 1d10 in additional damage to opponents whose alignments are more than one
step from the caster.
Dominate Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
You can
enchant an animal and direct it with simple commands such as “Attack,” “Run,”
and “Fetch.” Suicidal or self-destructive commands (including an order to
attack a creature two or more size categories larger than the dominated animal)
are simply ignored.
Dominate
animal establishes a
mental link between you and the subject creature. The animal can be directed by
silent mental command as long as it remains in range. You need not see the
creature to control it. You do not receive direct sensory input from the
creature, but you know what it is experiencing. Because you are directing the
animal with your own intelligence, it may be able to undertake actions normally
beyond its own comprehension. You need not concentrate exclusively on
controlling the creature unless you are trying to direct it to do something it
normally couldn’t do. Changing your instructions or giving a dominated creature
a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
This spell
functions like dominate person, except that the spell is not restricted
by creature type.
Dominate Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving
Throw: Will negates
Spell
Resistance: Yes
You can
control the actions of any humanoid creature through a telepathic link that you
establish with the subject’s mind.
If you and
the subject have a common language, you can generally force the subject to
perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come here,”
“Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once you
have given a dominated creature a command, it continues to attempt to
carry out that command to the exclusion of all other activities except those
necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC 15
(rather than DC 25) can determine that the subject’s behavior is being
influenced by an enchantment effect (see the Sense Motive skill description).
Changing
your instructions or giving a dominated creature a new command is the
equivalent of redirecting a spell, so it is a move action.
By
concentrating fully on the spell (a standard action), you can receive full
sensory input as interpreted by the mind of the subject, though it still can’t
communicate with you. You can’t actually see through the subject’s eyes, so
it’s not as good as being there yourself, but you still get a good idea of
what’s going on.
Subjects
resist this control, and any subject forced to take actions against its nature
receives a new saving throw with a +2 bonus. Obviously self-destructive orders
are not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same plane.
You need not see the subject to control it.
If you don’t
spend at least 1 round concentrating on the spell each day, the subject
receives a new saving throw to throw off the domination.
Protection
from evil or a
similar spell can prevent you from exercising control or using the telepathic
link while the subject is so warded, but such an effect neither prevents the
establishment of domination nor dispels it.
Doom
Necromancy
[Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
fills a single subject with a feeling of horrible dread that causes it to
become shaken.
Dream
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You, or a
messenger touched by you, sends a phantasmal message to others in the form of a
dream. At the beginning of the spell, you must name the recipient or identify
him or her by some title that leaves no doubt as to identity. The messenger
then enters a trance, appears in the intended recipient’s dream, and delivers
the message. The message can be of any length, and the recipient remembers it
perfectly upon waking. The communication is one-way. The recipient cannot ask
questions or offer information, nor can the messenger gain any information by
observing the dreams of the recipient.
Once the
message is delivered, the messenger’s mind returns instantly to its body. The
duration of the spell is the time required for the messenger to enter the
recipient’s dream and deliver the message.
If the
recipient is awake when the spell begins, the messenger can choose to wake up
(ending the spell) or remain in the trance. The messenger can remain in the
trance until the recipient goes to sleep, then enter the recipient’s dream and
deliver the message as normal. A messenger that is disturbed during the trance
comes awake, ending the spell.
Creatures
who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be
contacted by this spell.
The
messenger is unaware of its own surroundings or of the activities around it
while in the trance. It is defenseless both physically and mentally (always
fails any saving throw) while in the trance.