Eagle’s Splendor
Transmutation
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The
transmuted creature becomes more poised, articulate, and personally forceful.
The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits
to Charisma-based skill checks and other uses of the Charisma modifier.
Sorcerers and bards (and other spellcasters who rely on Charisma) affected by
this spell do not gain any additional bonus spells for the increased Charisma,
but the save DCs for spells they cast while under this spell’s effect do
increase.
Arcane
Material Component: A
few feathers or a pinch of droppings from an eagle.
Eagle’s Splendor, Mass
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like eagle’s splendor, except that it affects multiple
creatures.
Earthquake
Evocation
[Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving
Throw: See text
Spell
Resistance: No
When you
cast earthquake, an intense but highly localized tremor rips the ground.
The shock knocks creatures down, collapses structures, opens cracks in the
ground, and more. The effect lasts for 1 round, during which time creatures on
the ground can’t move or attack. A spellcaster on the ground must make a
Concentration check (DC 20 + spell level) or lose any spell he or she tries to
cast. The earthquake affects all terrain, vegetation, structures, and creatures
in the area. The specific effect of an earthquake spell depends on the
nature of the terrain where it is cast.
Cave,
Cavern, or Tunnel: The
spell collapses the roof, dealing 8d6 points of bludgeoning damage to any
creature caught under the cave-in (Reflex DC 15 half ) and pinning that
creature beneath the rubble (see below). An earthquake cast on the roof
of a very large cavern could also endanger those outside the actual area but
below the falling debris.
Cliffs:
Earthquake causes a
cliff to crumble, creating a landslide that travels horizontally as far as it
fell vertically. Any creature in the path takes 8d6 points of bludgeoning
damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
Open
Ground: Each
creature standing in the area must make a DC 15 Reflex save or fall down.
Fissures open in the earth, and every creature on the ground has a 25% chance
to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell,
all fissures grind shut, killing any creatures still trapped within.
Structure:
Any structure
standing on open ground takes 100 points of damage, enough to collapse a
typical wooden or masonry building, but not a structure built of stone or
reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage
dealt to objects normally is. Any creature caught inside a collapsing structure
takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned
beneath the rubble (see below).
River,
Pinned
beneath Rubble: Any
creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute
while pinned. If a pinned character falls unconscious, he or she must make a DC
15 Constitution check or take 1d6 points of lethal damage each minute
thereafter until freed or dead.
Elemental Swarm
Conjuration
(Summoning) [see text]
Level: Air 9, Drd 9, Earth 9, Fire 9, Water
9
Components: V, S
Casting
Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no
two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
opens a portal to an Elemental Plane and summons elementals from it. A druid
can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to
the plane matching his domain.
When the
spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge
elementals appear. Ten minutes after that, one greater elemental appears. Each
elemental has maximum hit points per HD. Once these creatures appear, they
serve you for the duration of the spell.
The
elementals obey you explicitly and never attack you, even if someone else
manages to gain control over them. You do not need to concentrate to maintain
control over the elementals. You can dismiss them singly or in groups at any
time.
When you use
a summoning spell to summon an air, earth, fire, or water creature, it is a
spell of that type.
Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz
1, Sun 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw:
Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
A creature
protected by endure elements suffers no harm from being in a hot or cold
environment. It can exist comfortably in conditions between –50 and 140 degrees
Fahrenheit without having to make Fortitude saves). The creature’s equipment is
likewise protected.
Endure
elements doesn’t
provide any protection from fire or cold damage, nor does it protect against
other environmental hazards such as smoke, lack of air, and so forth.
Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving
Throw: Fortitude
partial; see text for enervation
This spell
functions like enervation, except that the creature struck gains 2d4
negative levels, and the negative levels last longer.
There is no
saving throw to avoid gaining the negative levels, but 24 hours after gaining
them, the subject must make a Fortitude saving throw (DC = energy drain spell’s
save DC) for each negative level. If the save succeeds, that negative level is
removed. If it fails, the negative level also goes away, but one of the
subject’s character levels is permanently drained.
An undead
creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You point
your finger and utter the incantation, releasing a black ray of crackling
negative energy that suppresses the life force of any living creature it
strikes. You must make a ranged touch attack to hit. If the attack succeeds,
the subject gains 1d4 negative levels.
If the
subject has at least as many negative levels as HD, it dies. Each negative
level gives a creature a –1 penalty on attack rolls, saving throws, skill
checks, ability checks, and effective level (for determining the power,
duration, DC, and other details of spells or special abilities).
Additionally,
a spellcaster loses one spell or spell slot from his or her highest available
level. Negative levels stack.
Assuming the
subject survives, it regains lost levels after a number of hours equal to your
caster level (maximum 15 hours). Usually, negative levels have a chance of
permanently draining the victim’s levels, but the negative levels from enervation
don’t last long enough to do so.
An undead
creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
causes instant growth of a humanoid creature, doubling its height and
multiplying its weight by 8. This increase changes the creature’s size category
to the next larger one. The target gains a +2 size bonus to Strength, a –2 size
penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and
AC due to its increased size.
A humanoid
creature whose size increases to Large has a space of 10 feet and a natural
reach of 10 feet. This spell does not change the target’s speed.
If
insufficient room is available for the desired growth, the creature attains the
maximum possible size and may make a Strength check (using its increased
Strength) to burst any enclosures in the process. If it fails, it is
constrained without harm by the materials enclosing it— the spell cannot be
used to crush a creature by increasing its size.
All
equipment worn or carried by a creature is similarly enlarged by the spell.
Melee and projectile weapons affected by this spell deal more damage. Other
magical properties are not affected by this spell. Any enlarged item
that leaves an enlarged creature’s possession (including a projectile or
thrown weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage based on the size
of the weapon that fired them. Magical properties of enlarged items are not
increased by this spell.
Multiple
magical effects that increase size do not stack,.
Enlarge
person counters and
dispels reduce person.
Enlarge
person can be made
permanent with a permanency spell.
Material
Component: A pinch
of powdered iron.
Enlarge Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two
of which can be more than 30 ft. apart
This spell
functions like enlarge person, except that it affects multiple
creatures.
Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving
Throw: Reflex
partial; see text
Spell
Resistance: No
Grasses,
weeds, bushes, and even trees wrap, twist, and entwine about creatures in the
area or those that enter the area, holding them fast and causing them to become
entangled. The creature can break free and move half its normal speed by using
a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist
check. A creature that succeeds on a Reflex save is not entangled but can still
move at only half speed through the area. Each round on your turn, the plants
once again attempt to entangle all creatures that have avoided or escaped
entanglement.
Note: The effects of the spell may be
altered somewhat, based on the nature of the entangling plants.
Enthrall
Enchantment
(Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
If you have
the attention of a group of creatures, you can use this spell to hold them
spellbound. To cast the spell, you must speak or sing without interruption for
1 full round. Thereafter, those affected give you their undivided attention,
ignoring their surroundings. They are considered to have an attitude of
friendly while under the effect of the spell. Any potentially affected creature
of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature
with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its
surroundings and has an attitude of indifferent. It gains a new saving throw if
it witnesses actions that it opposes.
The effect
lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled
by your words take no action while you speak or sing and for 1d3 rounds
thereafter while they discuss the topic or performance. Those entering the area
during the performance must also successfully save or become enthralled. The
speech ends (but the 1d3-round delay still applies) if you lose concentration
or do anything other than speak or sing.
If those not
enthralled have unfriendly or hostile attitudes toward you, they can
collectively make a Charisma check to try to end the spell by jeering and
heckling. For this check, use the Charisma bonus of the creature with the
highest Charisma in the group; others may make Charisma checks to assist. The
heckling ends the spell if this check result beats your Charisma check result.
Only one such challenge is allowed per use of the spell.
If any
member of the audience is attacked or subjected to some other overtly hostile
act, the spell ends and the previously enthralled members become
immediately unfriendly toward you. Each creature with 4 or more HD or with a
Wisdom score of 16 or higher becomes hostile.
Entropic Shield
Abjuration
Level: Clr 1, Luck 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
A magical
field appears around you, glowing with a chaotic blast of multicolored hues.
This field deflects incoming arrows, rays, and other ranged attacks. Each
ranged attack directed at you for which the attacker must make an attack roll
has a 20% miss chance (similar to the effects of concealment). Other attacks
that simply work at a distance are not affected.
Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: No
Erase removes writings of either magical or
mundane nature from a scroll or from one or two pages of paper, parchment, or
similar surfaces. With this spell, you can remove explosive runes, a glyph
of warding, a sepia snake sigil, or an arcane mark, but not illusory
script or a symbol spell. Nonmagical writing is automatically erased
if you touch it and no one else is holding it. Otherwise, the chance of erasing
nonmagical writing is 90%.
Magic
writing must be touched to be erased, and you also must succeed on a caster
level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a
failure on this check.) If you fail to erase explosive runes, a glyph
of warding, or a sepia snake sigil, you accidentally activate that
writing instead.
Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
You become
ethereal, along with your equipment. For the duration of the spell, you are in
a place called the Ethereal Plane, which overlaps the normal, physical,
Material Plane. When the spell expires, you return to material existence.
An ethereal
creature is invisible, insubstantial, and capable of moving in any direction,
even up or down, albeit at half normal speed. As an insubstantial creature, you
can move through solid objects, including living creatures. An ethereal
creature can see and hear on the Material Plane, but everything looks gray and
ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force
effects and abjurations affect an ethereal creature normally. Their effects
extend onto the Ethereal Plane from the Material Plane, but not vice versa. An
ethereal creature can’t attack material creatures, and spells you cast while
ethereal affect only other ethereal things. Certain material creatures or objects
have attacks or effects that work on the Ethereal Plane.
Treat other
ethereal creatures and ethereal objects as if they were material.
If you end
the spell and become material while inside a material object (such as a solid
wall), you are shunted off to the nearest open space and take 1d6 points of
damage per 5 feet that you so travel.
Etherealness
Transmutation
Level: Clr 9, Sor/Wiz 9
Range: Touch; see text
Targets: You and one other touched creature
per three levels
Duration: 1 min./level (D)
Spell
Resistance: Yes
This spell
functions like ethereal jaunt, except that you and other willing
creatures joined by linked hands (along with their equipment) become ethereal.
Besides yourself, you can bring one creature per three caster levels to the
Ethereal Plane. Once ethereal, the subjects need not stay together.
When the
spell expires, all affected creatures on the Ethereal Plane return to material
existence.
Expeditious Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell
increases your base land speed by 30 feet. (This adjustment is treated as an
enhancement bonus.) There is no effect on other modes of movement, such as
burrow, climb, fly, or swim. As with any effect that increases your speed, this
spell affects your jumping distance (see the Jump skill).
Explosive Runes
Abjuration
[Force]
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: One touched object weighing no more
than 10 lb.
Duration: Permanent until discharged (D)
Saving
Throw: See text
Spell
Resistance: Yes
You trace
these mystic runes upon a book, map, scroll, or similar object bearing written
information. The runes detonate when read, dealing 6d6 points of force
damage. Anyone next to the runes (close enough to read them) takes the
full damage with no saving throw; any other creature within 10 feet of the runes
is entitled to a Reflex save for half damage. The object on which the runes
were written also takes full damage (no saving throw).
You and any
characters you specifically instruct can read the protected writing without
triggering the runes. Likewise, you can remove the runes whenever
desired. Another creature can remove them with a successful dispel magic or
erase spell, but attempting to dispel or erase the runes and
failing to do so triggers the explosion.
Note: Magic traps such as explosive
runes are hard to detect and disable. A rogue (only) can use the Search
skill to find the runes and Disable Device to thwart them. The DC in
each case is 25 + spell level, or 28 for explosive runes.
Eyebite
Necromancy
[Evil]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round per three levels; see text
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
Each round,
you may target a single living creature, striking it with waves of evil power.
Depending on the target’s HD, this attack has as many as three effects.
HD |
Effect |
10 or more |
Sickened |
5–9 |
Panicked,
sickened |
4 or less |
Comatose,
panicked, sickened |
The effects
are cumulative and concurrent.
Sickened:
Sudden pain and
fever sweeps over the subject’s body. A sickened creature takes a –2 penalty on
attack rolls, weapon damage rolls, saving throws, skill checks, and ability
checks. A creature affected by this spell remains sickened for 10 minutes per
caster level. The effects cannot be negated by a remove disease or heal
spell, but a remove curse is effective.
Panicked:
The subject becomes
panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken
for 10 minutes per caster level, and it automatically becomes panicked again if
it comes within sight of you during that time. This is a fear effect.
Comatose:
The subject falls
into a catatonic coma for 10 minutes per caster level. During this time, it
cannot be awakened by any means short of dispelling the effect. This is not a sleep
effect, and thus elves are not immune to it.
The spell
lasts for 1 round per three caster levels. You must spend a move action each
round after the first to target a foe.