Fabricate
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You convert
material of one sort into a product that is of the same material. Creatures or
magic items cannot be created or transmuted by the fabricate spell. The
quality of items made by this spell is commensurate with the quality of
material used as the basis for the new fabrication. If you work with a mineral,
the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must
make an appropriate Craft check to fabricate articles requiring a high degree
of craftsmanship.
Casting
requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected
by the spell.
Material
Component: The
original material, which costs the same amount as the raw materials required to
craft the item to be created.
Faerie Fire
Evocation
[Light]
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a
5-ft.-radius burst
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: Yes
A pale glow
surrounds and outlines the subjects. Outlined subjects shed light as candles.
Outlined creatures do not benefit from the concealment normally provided by
darkness (though a 2nd-level or higher magical darkness effect functions
normally), blur, displacement, invisibility, or similar effects. The
light is too dim to have any special effect on undead or dark-dwelling
creatures vulnerable to light. The faerie fire can be blue, green, or
violet, according to your choice at the time of casting. The faerie fire does
not cause any harm to the objects or creatures thus outlined.
False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged;
see text
You harness
the power of unlife to grant yourself a limited ability to avoid death. While
this spell is in effect, you gain temporary hit points equal to 1d10 +1 per
caster level (maximum +10).
Material
Component: A small
amount of alcohol or distilled spirits, which you use to trace certain sigils
on your body during casting. These sigils cannot be seen once the alcohol or
spirits evaporate.
False Vision
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Area: 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
Any
divination (scrying) spell used to view anything within the area of this spell
instead receives a false image (as the major image spell), as defined by
you at the time of casting. As long as the duration lasts, you can concentrate
to change the image as desired. While you aren’t concentrating, the image
remains static.
Arcane
Material Component: The
ground dust of a piece of jade worth at least 250 gp, which is sprinkled into
the air when the spell is cast.
Fear
Necromancy
[Fear, 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 round/level or 1 round; see text
Saving
Throw: Will partial
Spell
Resistance: Yes
An invisible
cone of terror causes each living creature in the area to become panicked
unless it succeeds on a Will save. If cornered, a panicked creature begins
cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material
Component: Either
the heart of a hen or a white feather.
Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting
Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling
object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving
Throw: Will negates
(harmless) or Will negates (object)
Spell
Resistance: Yes
(object)
The affected
creatures or objects fall slowly. Feather fall instantly changes the
rate at which the targets fall to a mere 60 feet per round (equivalent to the
end of a fall from a few feet), and the subjects take no damage upon landing
while the spell is in effect. However, when the spell duration expires, a
normal rate of falling resumes.
The spell
affects one or more Medium or smaller creatures (including gear and carried
objects up to each creature’s maximum load) or objects, or the equivalent in
larger creatures: A Large creature or object counts as two Medium creatures or
objects, a Huge creature or object counts as two Large creatures or objects,
and so forth.
You can cast
this spell with an instant utterance, quickly enough to save yourself if you
unexpectedly fall. Casting the spell is a free action, like casting a quickened
spell, and it counts toward the normal limit of one quickened spell per round.
You may even cast this spell when it isn’t your turn.
This spell
has no special effect on ranged weapons unless they are falling quite a
distance. If the spell is cast on a falling item the object does half normal
damage based on its weight, with no bonus for the height of the drop.
Feather
fall works only upon
free-falling objects. It does not affect a sword blow or a charging or flying
creature.
Feeblemind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
If the
target creature fails a Will saving throw, its Intelligence and Charisma scores
each drop to 1. The affected creature is unable to use Intelligence- or
Charisma-based skills, cast spells, understand language, or communicate
coherently. Still, it knows who its friends are and can follow them and even
protect them. The subject remains in this state until a heal, limited
wish, miracle, or wish spell is used to cancel the effect of
the feeblemind. A creature that can cast arcane spells, such as a
sorcerer or a wizard, takes a –4 penalty on its saving throw.
Material
Component: A handful
of clay, crystal, glass, or mineral spheres.
Find the Path
Divination
Level: Brd 6, Clr 6, Drd 6, Knowledge 6,
Travel 6
Components: V, S, F
Casting
Time: 3 rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw: None or Will
negates (harmless)
Spell
Resistance: No or
Yes (harmless)
The recipient
of this spell can find the shortest, most direct physical route to a specified
destination, be it the way into or out of a locale. The locale can be outdoors,
underground, or even inside a maze spell. Find the path works
with respect to locations, not objects or creatures at a locale. The location
must be on the same plane as you are at the time of casting.
The spell
enables the subject to sense the correct direction that will eventually lead it
to its destination, indicating at appropriate times the exact path to follow or
physical actions to take. For example, the spell enables the subject to sense
trip wires or the proper word to bypass a glyph of warding. The spell
ends when the destination is reached or the duration expires, whichever comes
first. Find the path can be used to remove the subject and its
companions from the effect of a maze spell in a single round.
This
divination is keyed to the recipient, not its companions, and its effect does
not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the
sort you favor.
Find Traps
Divination
Level: Clr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
You gain
intuitive insight into the workings of traps. You can use the Search skill to
detect traps just as a rogue can. In addition, you gain an insight bonus equal
to one-half your caster level (maximum +10) on Search checks made to find traps
while the spell is in effect.
Note that find
traps grants no ability to disable the traps that you may find.
Finger of Death
Necromancy
[Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
You can slay
any one living creature within range. The target is entitled to a Fortitude
saving throw to survive the attack. If the save is successful, the creature
instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject
might die from damage even if it succeeds on its saving throw.
Fire Seeds
Conjuration
(Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to four touched acorns or up to
eight touched holly berries
Duration: 10 min./level or until used
Saving
Throw: None or
Reflex half; see text
Spell
Resistance: No
Depending on
the version of fire seeds you choose, you turn acorns into splash
weapons that you or another character can throw, or you turn holly berries into
bombs that you can detonate on command.
Acorn
Grenades: As many as
four acorns turn into special splash weapons that can be hurled as far as 100
feet. A ranged touch attack roll is required to strike the intended target.
Together, the acorns are capable of dealing 1d6 points of fire damage per
caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn
explodes upon striking any hard surface. In addition to its regular fire
damage, it deals 1 point of splash damage per die, and it ignites any
combustible materials within 10 feet. A creature within this area that makes a
successful Reflex saving throw takes only half damage; a creature struck
directly is not allowed a saving throw.
Holly
Berry Bombs: You
turn as many as eight holly berries into special bombs. The holly berries are
usually placed by hand, since they are too light to make effective thrown
weapons (they can be tossed only 5 feet). If you are within 200 feet and speak
a word of command, each berry instantly bursts into flame, causing 1d8 points
of fire damage +1 point per caster level to every creature in a 5-foot radius
burst and igniting any combustible materials within 5 feet. A creature in the
area that makes a successful Reflex saving throw takes only half damage.
Material
Component: The
acorns or holly berries.
Fire Shield
Evocation
[Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell
wreathes you in flame and causes damage to each creature that attacks you in
melee. The flames also protect you from either cold-based or fire-based attacks
(your choice).
Any creature
striking you with its body or a handheld weapon deals normal damage, but at the
same time the attacker takes 1d6 points of damage +1 point per caster level
(maximum +15). This damage is either cold damage (if the shield protects
against fire-based attacks) or fire damage (if the shield protects
against cold-based attacks). If the attacker has spell resistance, it applies
to this effect. Creatures wielding weapons with exceptional reach are not
subject to this damage if they attack you.
When casting
this spell, you appear to immolate yourself, but the flames are thin and wispy,
giving off light equal to only half the illumination of a normal torch (10
feet). The color of the flames is determined randomly (50% chance of either
color)—blue or green if the chill shield is cast, violet or blue if the warm
shield is employed. The special powers of each version are as follows.
Warm
Shield: The flames
are warm to the touch. You take only half damage from cold-based attacks. If
such an attack allows a Reflex save for half damage, you take no damage on a
successful save.
Chill
Shield: The flames
are cool to the touch. You take only half damage from fire-based attacks. If
such an attack allows a Reflex save for half damage, you take no damage on a
successful save.
Arcane
Material Component: A
bit of phosphorus for the warm shield; a live firefly or glowworm or the
tail portions of four dead ones for the chill shield.
Fire Storm
Evocation
[Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
When a fire
storm spell is cast, the whole area is shot through with sheets of roaring
flame. The raging flames do not harm natural vegetation, ground cover, and any
plant creatures in the area that you wish to exclude from damage. Any other
creature within the area takes 1d6 points of fire damage per caster level
(maximum 20d6).
Fire Trap
Abjuration
[Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving
Throw: Reflex half;
see text
Spell
Resistance: Yes
Fire trap
creates a fiery
explosion when an intruder opens the item that the trap protects. A fire
trap can ward any object that can be opened and closed.
When casting
fire trap, you select a point on the object as the spell’s center. When
someone other than you opens the object, a fiery explosion fills the area
within a 5-foot radius around the spell’s center. The flames deal 1d4 points of
fire damage +1 point per caster level (maximum +20). The item protected by the
trap is not harmed by this explosion.
A fire
trapped item cannot have a second closure or warding spell placed on it.
A knock spell
does not bypass a fire trap. An
unsuccessful dispel magic spell does not detonate the spell.
Underwater,
this ward deals half damage and creates a large cloud of steam.
You can use
the fire trapped object without discharging it, as can any individual to
whom the object was specifically attuned when cast. Attuning a fire trapped object
to an individual usually involves setting a password that you can share with
friends.
Note: Magic traps such as fire trap are
hard to detect and disable. A rogue (only) can use the Search skill to find a fire
trap and Disable Device to thwart it. The DC in each case is 25 + spell
level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material
Component: A
half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
Fireball
Evocation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A fireball
spell is an explosion of flame that detonates with a low roar and deals 1d6
points of fire damage per caster level (maximum 10d6) to every creature within
the area. Unattended objects also take this damage. The explosion creates
almost no pressure.
You point
your finger and determine the range (distance and height) at which the fireball
is to burst. A glowing, pea-sized bead streaks from the pointing digit and,
unless it impacts upon a material body or solid barrier prior to attaining the
prescribed range, blossoms into the fireball at that point. (An early
impact results in an early detonation.) If you attempt to send the bead through
a narrow passage, such as through an arrow slit, you must “hit” the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely.
The fireball
sets fire to combustibles and damages objects in the area. It can melt
metals with low melting points, such as lead, gold, copper, silver, and bronze.
If the damage caused to an interposing barrier shatters or breaks through it,
the fireball may continue beyond the barrier if the area permits;
otherwise it stops at the barrier just as any other spell effect does.
Material
Component: A tiny
ball of bat guano and sulfur.
Flame Arrow
Transmutation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must
be in contact with each other at the time of casting
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
You turn
ammunition (such as arrows, bolts, shuriken, and stones) into fiery
projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage
to any target it hits. A flaming projectile can easily ignite a flammable
object or structure, but it won’t ignite a creature it strikes.
Material
Component: A drop of
oil and a small piece of flint.
Flame Blade
Evocation
[Fire]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: Yes
A
3-foot-long, blazing beam of red-hot fire springs forth from your hand. You
wield this bladelike beam as if it were a scimitar. Attacks with the flame
blade are melee touch attacks. The blade deals 1d8 points of fire damage +1
point per two caster levels (maximum +10). Since the blade is immaterial, your
Strength modifier does not apply to the damage. A flame blade can ignite
combustible materials such as parchment, straw, dry sticks, and cloth.
The spell
does not function underwater.
Flame Strike
Evocation
[Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft.
high)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A flame
strike produces a vertical column of divine fire roaring downward. The
spell deals 1d6 points of damage per caster level (maximum 15d6). Half the
damage is fire damage, but the other half results directly from divine power
and is therefore not subject to being reduced by resistance to fire-based
attacks.
Flaming Sphere
Evocation
[Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving
Throw: Reflex
negates
Spell
Resistance: Yes
A burning
globe of fire rolls in whichever direction you point and burns those it
strikes. It moves 30 feet per round. As part of this movement, it can ascend or
jump up to 30 feet to strike a target. If it enters a space with a creature, it
stops moving for the round and deals 2d6 points of fire damage to that
creature, though a successful Reflex save negates that damage. A flaming
sphere rolls over barriers less than 4 feet tall. It ignites flammable
substances it touches and illuminates the same area as a torch would.
The sphere
moves as long as you actively direct it (a move action for you); otherwise, it
merely stays at rest and burns. It can be extinguished by any means that would
put out a normal fire of its size. The surface of the sphere has a spongy,
yielding consistency and so does not cause damage except by its flame. It
cannot push aside unwilling creatures or batter down large obstacles. A flaming
sphere winks out if it exceeds the spell’s range.
Arcane
Material Component: A
bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Flare
Evocation
[Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This cantrip
creates a burst of light. If you cause the light to burst directly in front of
a single creature, that creature is dazzled for 1 minute unless it makes a
successful Fortitude save. Sightless creatures, as well as creatures already
dazzled, are not affected by flare.
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
The subject,
along with all its carried gear, turns into a mindless, inert statue. If the
statue resulting from this spell is broken or damaged, the subject (if ever
returned to its original state) has similar damage or deformities. The creature
is not dead, but it does not seem to be alive either when viewed with spells
such as deathwatch.
Only creatures
made of flesh are affected by this spell.
Material
Component: Lime,
water, and earth.
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or
if it carries a medium or heavy load). It can ascend at half speed and descend
at double speed, and its maneuverability is good. Using a fly spell
requires only as much concentration as walking, so the subject can attack or
cast spells normally. The subject of a fly spell can charge but not run,
and it cannot carry aloft more weight than its maximum load, plus any armor it
wears.
Should the
spell duration expire while the subject is still aloft, the magic fails slowly.
The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the
ground in that amount of time, it lands safely. If not, it falls the rest of
the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling
a spell effectively ends it, the subject also descends in this way if the fly
spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus:
A wing feather from
any bird.
Floating Disk
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving
Throw: None
Spell
Resistance: No
You create a
slightly concave, circular plane of force that follows you about and carries
loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It
can hold 100 pounds of weight per caster level. (If used to transport a liquid,
its capacity is 2 gallons.) The disk floats approximately 3 feet above the
ground at all times and remains level. It floats along horizontally within
spell range and will accompany you at a rate of no more than your normal speed
each round. If not otherwise directed, it maintains a constant interval of 5
feet between itself and you. The disk winks out of existence when the spell
duration expires. The disk also winks out if you move beyond range or try to
take the disk more than 3 feet away from the surface beneath it. When the disk
winks out, whatever it was supporting falls to the surface beneath it.
Material
Component: A drop of
mercury.
Fog Cloud
Conjuration
(Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft.
high
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
A bank of
fog billows out from the point you designate. The fog obscures all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has concealment
(attacks have a 20% miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker can’t use sight to locate the target).
A moderate
wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses
the fog in 1 round.
The spell
does not function underwater.
Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting
Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving
Throw: See text
Spell
Resistance: Yes
Forbiddance
seals an area
against all planar travel into or within it. This includes all teleportation
spells (such as dimension door and teleport), plane shifting, astral
travel, ethereal travel, and all summoning spells. Such effects simply fail
automatically.
In addition,
it damages entering creatures whose alignments are different from yours. The
effect on those attempting to enter the warded area is based on their alignment
relative to yours (see below). A creature inside the area when the spell is
cast takes no damage unless it exits the area and attempts to reenter, at which
time it is affected as normal.
Alignments
identical: No
effect. The creature may enter the area freely (although not by planar travel).
Alignments
different with respect to either law/chaos or good/evil: The creature takes 6d6 points of
damage. A successful Will save halves the damage, and spell resistance applies.
Alignments
different with respect to both law/chaos and good/evil: The creature takes 12d6 points of
damage. A successful Will save halves the damage, and spell resistance applies.
At your
option, the abjuration can include a password, in which case creatures of
alignments different from yours can avoid the damage by speaking the password
as they enter the area. You must select this option (and the password) at the
time of casting.
Dispel
magic does not
dispel a forbiddance effect unless the dispeller’s level is at least as
high as your caster level.
You can’t
have multiple overlapping forbiddance effects. In such a case, the more
recent effect stops at the boundary of the older effect.
Material
Component: A
sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500
gp per 60-foot cube. If a password is desired, this requires the burning of
additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot
cube.
Forcecage
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or
windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
This
powerful spell brings into being an immobile, invisible cubical prison composed
of either bars of force or solid walls of force (your choice).
Creatures
within the area are caught and contained unless they are too big to fit inside,
in which case the spell automatically fails. Teleportation and other forms of
astral travel provide a means of escape, but the force walls or bars extend
into the Ethereal Plane, blocking ethereal travel.
Like a wall
of force spell, a forcecage resists dispel magic, but it is
vulnerable to a disintegrate spell, and it can be destroyed by a sphere
of annihilation or a rod of cancellation.
Barred
Cage: This version
of the spell produces a 20-foot cube made of bands of force (similar to a wall
of force spell) for bars. The bands are a half-inch wide, with half-inch
gaps between them. Any creature capable of passing through such a small space
can escape; others are confined. You can’t attack a creature in a barred cage
with a weapon unless the weapon can fit between the gaps. Even against such
weapons (including arrows and similar ranged attacks), a creature in the barred
cage has cover. All spells and breath weapons can pass through the gaps in the
bars.
Windowless
Cell: This version
of the spell produces a 10-foot cube with no way in and no way out. Solid walls
of force form its six sides.
Material
Component: Ruby dust
worth 1,500 gp, which is tossed into the air and disappears when you cast the
spell.
Forceful Hand
Evocation
[Force]
Level: Sor/Wiz 6
Components: V, S, F
This spell
functions like interposing hand, except that the forceful hand pursues
and pushes away the opponent that you designate. Treat this attack as a bull
rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being
Large, and a +2 bonus for charging, which it always gets). The hand always
moves with the opponent to push that target back the full distance allowed, and
it has no speed limit. Directing the spell to a new target is a move action.
A very
strong creature could not push the hand out of its way because the latter would
instantly reposition itself between the creature and you, but an opponent could
push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or
heavy cloth.
Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving
Throw: None or Will
negates (harmless)
Spell
Resistance: No or
Yes (harmless)
This spell
grants you a powerful sixth sense in relation to yourself or another. Once foresight
is cast, you receive instantaneous warnings of impending danger or harm to
the subject of the spell. You are never surprised or flat-footed. In addition,
the spell gives you a general idea of what action you might take to best
protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This
insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another
creature is the subject of the spell, you receive warnings about that creature.
You must communicate what you learn to the other creature for the warning to be
useful, and the creature can be caught unprepared in the absence of such a
warning. Shouting a warning, yanking a person back, and even telepathically
communicating (via an appropriate spell) can all be accomplished before some danger
befalls the subject, provided you act on the warning without delay. The
subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane
Material Component: A
hummingbird’s feather.
Fox’s Cunning
Transmutation
Level: Brd 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 smarter. The spell grants a +4 enhancement bonus to
Intelligence, adding the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier. Wizards (and other spellcasters who
rely on Intelligence) affected by this spell do not gain any additional bonus
spells for the increased Intelligence, but the save DCs for spells they cast
while under this spell’s effect do increase. This spell doesn’t grant extra
skill points.
Arcane
Material Component: A
few hairs, or a pinch of dung, from a fox.
Fox’s Cunning, Mass
Transmutation
Level: Brd 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 fox’s cunning, except that it affects multiple creatures.
Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels) or
see text
Target: One creature
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The subject
is freed from spells and effects that restrict its movement, including binding,
entangle, grappling, imprisonment, maze, paralysis, petrification,
pinning, sleep, slow, stunning, temporal stasis, and web.
To free a creature from imprisonment or maze, you must know its
name and background, and you must cast this spell at the spot where it was
entombed or banished into the maze.
Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
enables you or a creature you touch to move and attack normally for the
duration of the spell, even under the influence of magic that usually impedes
movement, such as paralysis, solid fog, slow, and web. The
subject automatically succeeds on any grapple check made to resist a grapple
attempt, as well as on grapple checks or Escape Artist checks made to escape a
grapple or a pin.
The spell
also allows the subject to move and attack normally while underwater, even with
slashing weapons such as axes and swords or with bludgeoning weapons such as
flails, hammers, and maces, provided that the weapon is wielded in the hand
rather than hurled. The freedom of movement spell does not, however,
allow water breathing.
Material
Component: A leather
thong, bound around the arm or a similar appendage.
Freezing Sphere
Evocation
[Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target,
Effect, or Area: See
text
Duration: Instantaneous or 1 round/level; see
text
Saving
Throw: Reflex half;
see text
Spell
Resistance: Yes
Freezing
sphere creates a
frigid globe of cold energy that streaks from your fingertips to the location
you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. An
elemental (water) creature instead takes 1d8 points of cold damage per caster
level (maximum 15d8).
If the freezing
sphere strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6 inches
over an area equal to 100 square feet (a 10- foot square) per caster level
(maximum 1,500 square feet). This ice lasts for 1 round per caster level.
Creatures that were swimming on the surface of frozen water become trapped in
the ice. Attempting to break free is a full-round action. A trapped creature
must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can
refrain from firing the globe after completing the spell, if you wish. Treat
this as a touch spell for which you are holding the charge. You can hold the
charge for as long as 1 round per level, at the end of which time the freezing
sphere bursts centered on you (and you receive no saving throw to resist
its effect). Firing the globe in a later round is a standard action.
Focus: A small crystal sphere.