Gaseous Form
Transmutation
Level: Air 3, Brd 3, Sor/Wiz 3
Components: S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving
Throw: None
Spell
Resistance: No
The subject
and all its gear become insubstantial, misty, and translucent. Its material
armor (including natural armor) becomes worthless, though its size, Dexterity,
deflection bonuses, and armor bonuses from force effects still apply. The
subject gains damage reduction 10/magic and becomes immune to poison and
critical hits. It can’t attack or cast spells with verbal, somatic, material,
or focus components while in gaseous form. (This does not rule out the use of
certain spells that the subject may have prepared using the feats Silent Spell,
Still Spell, and Eschew Materials.) The subject also loses supernatural
abilities while in gaseous form. If it has a touch spell ready to use, that
spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous
creature can’t run, but it can fly at a speed of 10 feet (maneuverability
perfect). It can pass through small holes or narrow openings, even mere cracks,
with all it was wearing or holding in its hands, as long as the spell persists.
The creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even those
carried along with its gaseous form. Continuously active items remain active,
though in some cases their effects may be moot.
Arcane
Material Component: A
bit of gauze and a wisp of smoke.
Gate
Conjuration
(Creation or Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP; see text
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up
to 1 round/level); see text
Saving
Throw: None
Spell
Resistance: No
Casting a gate
spell has two effects. First, it creates an interdimensional connection
between your plane of existence and a plane you specify, allowing travel
between those two planes in either direction.
Second, you
may then call a particular individual or kind of being through the gate.
The gate itself
is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice),
oriented in the direction you desire when it comes into existence (typically
vertical and facing you). It is a two-dimensional window looking into the plane
you specified when casting the spell, and anyone or anything that moves through
is shunted instantly to the other side.
A gate has
a front and a back. Creatures moving through the gate from the front are
transported to the other plane; creatures moving through it from the back are
not.
Planar
Travel: As a mode of
planar travel, a gate spell functions much like a plane shift spell,
except that the gate opens precisely at the point you desire (a creation
effect). Deities and other beings who rule a planar realm can prevent a gate
from opening in their presence or personal demesnes if they so desire.
Travelers need not join hands with you—anyone who chooses to step through the
portal is transported. A gate cannot be opened to another point on the
same plane; the spell works only for interplanar travel.
You may hold
the gate open only for a brief time (no more than 1 round per caster
level), and you must concentrate on doing so, or else the interplanar
connection is severed.
Calling
Creatures: The
second effect of the gate spell is to call an extraplanar creature to
your aid (a calling effect). By naming a particular being or kind of being as
you cast the spell, you cause the gate to open in the immediate vicinity
of the desired creature and pull the subject through, willing or unwilling.
Deities and unique beings are under no compulsion to come through the gate, although
they may choose to do so of their own accord. This use of the spell creates a gate
that remains open just long enough to transport the called creatures. This
use of the spell has an XP cost (see below).
If you
choose to call a kind of creature instead of a known individual you may call
either a single creature (of any HD) or several creatures. You can call and
control several creatures as long as their HD total does not exceed your caster
level. In the case of a single creature, you can control it if its HD do not
exceed twice your caster level. A single creature with more HD than twice your
caster level can’t be controlled. Deities and unique beings cannot be
controlled in any event. An uncontrolled being acts as it pleases, making the
calling of such creatures rather dangerous. An uncontrolled being may return to
its home plane at any time.
A controlled
creature can be commanded to perform a service for you. Such services fall into
two categories: immediate tasks and contractual service. Fighting for you in a
single battle or taking any other actions that can be accomplished within 1
round per caster level counts as an immediate task; you need not make any
agreement or pay any reward for the creature’s help. The creature departs at
the end of the spell.
If you
choose to exact a longer or more involved form of service from a called
creature, you must offer some fair trade in return for that service. The
service exacted must be reasonable with respect to the promised favor or
reward; see the lesser planar ally spell for appropriate rewards. (Some
creatures may want their payment in “livestock” rather than in coin, which
could involve complications.) Immediately upon completion of the service, the
being is transported to your vicinity, and you must then and there turn over
the promised reward. After this is done, the creature is instantly freed to
return to its own plane.
Failure to
fulfill the promise to the letter results in your being subjected to service by
the creature or by its liege and master, at the very least. At worst, the
creature or its kin may attack you.
Note: When you use a calling spell such as gate
to call an air, chaotic, earth, evil, fire, good, lawful, or water
creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling
creatures function).
Geas/Quest
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz 6
Casting
Time: 10 minutes
Target: One living creature
Saving
Throw: None
This spell
functions similarly to lesser geas, except that it affects a creature of
any HD and allows no saving throw.
Instead of
taking penalties to ability scores (as with lesser geas), the subject
takes 3d6 points of damage each day it does not attempt to follow the geas/quest.
Additionally, each day it must make a Fortitude saving throw or become
sickened. These effects end 24 hours after the creature attempts to resume the geas/
quest.
A remove
curse spell ends a geas/quest spell only if its caster level is at
least two higher than your caster level. Break enchantment does not end
a geas/quest, but limited wish, miracle, and wish do.
Bards,
sorcerers, and wizards usually refer to this spell as geas, while
clerics call the same spell quest.
Geas, Lesser
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 7 HD or
less
Duration: One day/level or until discharged
(D)
Saving
Throw: Will negates
Spell
Resistance: Yes
A lesser
geas places a magical command on a creature to carry out some service or to
refrain from some action or course of activity, as desired by you. The creature
must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot
compel a creature to kill itself or perform acts that would result in certain
death, it can cause almost any other course of activity.
The geased
creature must follow the given instructions until the geas is
completed, no matter how long it takes.
If the
instructions involve some open-ended task that the recipient cannot complete
through his own actions the spell remains in effect for a maximum of one day
per caster level. A clever recipient can subvert some instructions:
If the
subject is prevented from obeying the lesser geas for 24 hours, it takes
a –2 penalty to each of its ability scores. Each day, another –2 penalty
accumulates, up to a total of –8. No ability score can be reduced to less than
1 by this effect. The ability score penalties are removed 24 hours after the
subject resumes obeying the lesser geas.
A lesser
geas (and all ability score penalties) can be ended by break enchantment,
limited wish, remove curse, miracle, or wish. Dispel
magic does not affect a lesser geas.
Genesis
Conjuration (Creation)
Level: Sor/Wiz 9, Creation 9
Components: V,
S, M, XP
Casting Time: 1
week (8 hours/day)
Range: 180
ft. (see text)
Effect: A
demiplane coterminous with the Ethereal Plane, centered on your location
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
The spellcaster creates a
finite plane with limited access: a demiplane. Demiplanes created by this power
are very small, very minor planes.
A character can only cast this spell while on the Ethereal Plane. When
he or she casts the spell, a local density fluctuation precipitates the
creation of a demiplane. At first, the fledgling plane grows at a rate of 1
foot in radius per day to an initial maximum radius of 180 feet as it rapidly
draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the demiplane when he
or she first casts genesis, reflecting most any desire the spellcaster
can visualize. The spellcaster determines
Material Component: A crystalline sphere
XP Cost: 5,000 XP.
Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You preserve
the remains of a dead creature so that they do not decay. Doing so effectively
extends the time limit on raising that creature from the dead (see raise
dead). Days spent under the influence of this spell don’t count against the
time limit. Additionally, this spell makes transporting a fallen comrade more
pleasant.
The spell
also works on severed body parts and the like.
Arcane
Material Component: A
pinch of salt, and a copper piece for each eye the corpse has (or had).
Ghost Sound
Illusion
(Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
Ghost
sound allows you to
create a volume of sound that rises, recedes, approaches, or remains at a fixed
place. You choose what type of sound ghost sound creates when casting it
and cannot thereafter change the sound’s basic character.
The volume
of sound created depends on your level. You can produce as much noise as four
normal humans per caster level (maximum twenty humans). Thus, talking, singing,
shouting, walking, marching, or running sounds can be created. The noise a ghost
sound spell produces can be virtually any type of sound within the volume
limit. A horde of rats running and squeaking is about the same volume as eight humans
running and shouting. A roaring lion is equal to the noise from sixteen humans,
while a roaring dire tiger is equal to the noise from twenty humans.
Ghost
sound can enhance
the effectiveness of a silent image spell.
Ghost
sound can be made
permanent with a permanency spell.
Material
Component: A bit of
wool or a small lump of wax.
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
Imbuing you
with negative energy, this spell allows you to paralyze a single living
humanoid for the duration of the spell with a successful melee touch attack.
Additionally,
the paralyzed subject exudes a carrion stench that causes all living creatures
(except you) in a 10-foot-radius spread to become sickened (Fortitude negates).
A neutralize poison spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench.
Material
Component: A small
scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a
ghoul’s lair.
Giant Vermin
Transmutation
Level: Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which
can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
You turn
three normal-sized centipedes, two normal-sized spiders, or a single
normal-sized scorpion into larger forms. Only one type of vermin can be
transmuted (so a single casting cannot affect both a centipede and a spider),
and all must be grown to the same size. The size to which the vermin can be
grown depends on your level; see the table below.
Any giant
vermin created by this spell do not attempt to harm you, but your control of
such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and
so forth). Orders to attack a certain creature when it appears or guard against
a particular occurrence are too complex for the vermin to understand. Unless
commanded to do otherwise, the giant vermin attack whoever or whatever is near
them.
Caster Level |
Vermin Size |
9th or
lower |
Medium |
10th–13th |
Large |
14th–17th |
Huge |
18th–19th |
Gargantuan |
20th or
higher |
Colossal |
Glibness
Transmutation
Level: Brd 3
Components: S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level (D)
Your speech
becomes fluent and more believable. You gain a +30 bonus on Bluff checks made
to convince another of the truth of your words. (This bonus doesn’t apply to
other uses of the Bluff skill, such as feinting in combat, creating a diversion
to hide, or communicating a hidden message via innuendo.)
If a magical
effect is used against you that would detect your lies or force you to speak
the truth the user of the effect must succeed on a caster level check (1d20 +
caster level) against a DC of 15 + your caster level to succeed. Failure means
the effect does not detect your lies or force you to speak only the truth.
Glitterdust
Conjuration
(Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within
10-ft.-radius spread
Duration: 1 round/level
Saving
Throw: Will negates
(blinding only)
Spell
Resistance: No
A cloud of
golden particles covers everyone and everything in the area, causing creatures
to become blinded and visibly outlining invisible things for the duration of
the spell. All within the area are covered by the dust, which cannot be removed
and continues to sparkle until it fades.
Any creature
covered by the dust takes a –40 penalty on Hide checks.
Material
Component: Ground
mica.
Globe of Invulnerability
Abjuration
Level: Sor/Wiz 6
This spell
functions like lesser globe of invulnerability, except that it also
excludes 4th-level spells and spell-like effects.
Globe of Invulnerability,
Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation,
centered on you
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
An immobile,
faintly shimmering magical sphere surrounds you and excludes all spell effects
of 3rd level or lower. The area or effect of any such spells does not include
the area of the lesser globe of invulnerability. Such spells fail to
affect any target located within the globe. Excluded effects include spell-like
abilities and spells or spell-like effects from items. However, any type of
spell can be cast through or out of the magical globe. Spells of 4th level and
higher are not affected by the globe, nor are spells already in effect when the
globe is cast. The globe can be brought down by a targeted dispel magic spell,
but not by an area dispel magic. You can leave and return to the globe
without penalty.
Note that
spell effects are not disrupted unless their effects enter the globe, and even
then they are merely suppressed, not dispelled.
If a given
spell has more than one level depending on which character class is casting it,
use the level appropriate to the caster to determine whether lesser globe of
invulnerability stops it.
Material
Component: A glass
or crystal bead that shatters at the expiration of the spell.
Glyph of Warding
Abjuration
Level: Clr 3
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target or
Area: Object touched
or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving
Throw: See text
Spell
Resistance: No
(object) and Yes; see text
This
powerful inscription harms those who enter, pass, or open the warded area or
object. A glyph of warding can guard a bridge or passage, ward a portal,
trap a chest or box, and so on.
You set the
conditions of the ward. Typically, any creature entering the warded area or
opening the warded object without speaking a password (which you set when
casting the spell) is subject to the magic it stores. Alternatively or in
addition to a password trigger, glyphs can be set according to physical
characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs
can also be set with respect to good, evil, law, or chaos, or to pass those
of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs
respond to invisible creatures normally but are not triggered by those who
travel past them ethereally. Multiple glyphs cannot be cast on the same
area. However, if a cabinet has three drawers, each can be separately warded.
When casting
the spell, you weave a tracery of faintly glowing lines around the warding
sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph
and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by
such means as physical or magical probing, though they can be dispelled. Mislead,
polymorph, and nondetection (and similar magical effects) can
fool a glyph, though nonmagical disguises and the like can’t. Read
magic allows you to identify a glyph of warding with a DC 13
Spellcraft check. Identifying the glyph does not discharge it and allows
you to know the basic nature of the glyph (version, type of damage
caused, what spell is stored).
Note: Magic traps such as glyph of
warding are hard to detect and disable. A rogue (only) can use the Search
skill to find the glyph and Disable Device to thwart it. The DC in each
case is 25 + spell level, or 28 for glyph of warding.
Depending on
the version selected, a glyph either blasts the intruder or activates a
spell.
Blast
Glyph: A blast
glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the
intruder and to all within 5 feet of him or her. This damage is acid, cold,
fire, electricity, or sonic (caster’s choice, made at time of casting). Each
creature affected can attempt a Reflex save to take half damage. Spell
resistance applies against this effect.
Spell
Glyph: You can store
any harmful spell of 3rd level or lower that you know. All level-dependent
features of the spell are based on your caster level at the time of casting the
glyph. If the spell has a target, it targets the intruder. If the spell
has an area or an amorphous effect the area or effect is centered on the
intruder. If the spell summons creatures, they appear as close as possible to
the intruder and attack. Saving throws and spell resistance operate as normal,
except that the DC is based on the level of the spell stored in the glyph.
Material
Component: You trace
the glyph with incense, which must first be sprinkled with powdered
diamond worth at least 200 gp.
Glyph of Warding, Greater
Abjuration
Level: Clr 6
This spell
functions like glyph of warding, except that a greater blast glyph deals
up to 10d8 points of damage, and a greater spell glyph can store a spell
of 6th level or lower.
Material
Component: You trace
the glyph with incense, which must first be sprinkled with powdered
diamond worth at least 400 gp.
Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving
Throw: None
Spell
Resistance: Yes
Casting goodberry
upon a handful of freshly picked berries makes 2d4 of them magical. You (as
well as any other druid of 3rd or higher level) can immediately discern which
berries are affected. Each transmuted berry provides nourishment as if it were
a normal meal for a Medium creature. The berry also cures 1 point of damage
when eaten, subject to a maximum of 8 points of such curing in any 24-hour
period.
Good Hope
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of
which may be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
instills powerful hope in the subjects. Each affected creature gains a +2
morale bonus on saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls.
Good hope
counters and dispels
crushing despair.
Grasping Hand
Evocation
[Force]
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
This spell
functions like interposing hand, except the hand can also grapple one
opponent that you select. The grasping hand gets one grapple attack per
round.
Its attack bonus
to make contact equals your caster level + your Intelligence, Wisdom, or
Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for
the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this
same figure, except with a +4 modifier for being Large instead of –1. The hand
holds but does not harm creatures it grapples.
Directing
the spell to a new target is a move action.
The grasping
hand can also bull rush an opponent as forceful hand does, but at a
+16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a
+2 bonus for charging, which it always gets), or interpose itself as interposing
hand does.
Clerics who
cast this spell name it for their deities.
Arcane
Focus: A leather
glove.
Grease
Conjuration
(Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or
Area: One object or
a 10-ft. square
Duration: 1 round/level (D)
Saving
Throw: See text
Spell
Resistance: No
A grease spell
covers a solid surface with a layer of slippery grease. Any creature in the
area when the spell is cast must make a successful Reflex save or fall. This
save is repeated on your turn each round that the creature remains within the
area. A creature can walk within or through the area of grease at half normal
speed with a DC 10 Balance check. Failure means it can’t move that round (and
must then make a Reflex save or fall), while failure by 5 or more means it
falls (see the Balance skill for details).
The spell
can also be used to create a greasy coating on an item. Material objects not in
use are always affected by this spell, while an object wielded or employed by a
creature receives a Reflex saving throw to avoid the effect. If the initial
saving throw fails, the creature immediately drops the item. A saving throw
must be made in each round that the creature attempts to pick up or use the greased
item. A creature wearing greased armor or clothing gains a +10
circumstance bonus on Escape Artist checks and on grapple checks made to resist
or escape a grapple or to escape a pin.
Material
Component: A bit of
pork rind or butter.
Greater (Spell Name)
Any spell
whose name begins with greater is alphabetized in this chapter according
to the second word of the spell name. Thus, the description of a greater spell
appears near the description of the spell on which it is based. Spell chains
that have greater spells in them include those based on the spells arcane
sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic
weapon, planar ally, planar binding, prying eyes, restoration, scrying, shadow
conjuration, shadow evocation, shout, and teleport.
Guards and Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: 30 minutes
Range: Anywhere within the area to be
warded
Area: Up to 200 sq. ft./level (S)
Duration: 2 hours/level (D)
Saving
Throw: See text
Spell
Resistance: See text
This
powerful spell is primarily used to defend your stronghold. The ward protects
200 square feet per caster level. The warded area can be as much as 20 feet
high, and shaped as you desire. You can ward several stories of a stronghold by
dividing the area among them; you must be somewhere within the area to be
warded to cast the spell. The spell creates the following magical effects
within the warded area.
Fog: Fog fills all corridors, obscuring
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 cannot use sight to locate the
target). Saving Throw: None. Spell Resistance: No.
Arcane
Locks: All doors in
the warded area are arcane locked. Saving Throw: None. Spell Resistance:
No.
Webs: Webs fill all stairs from top to
bottom. These strands are identical with those created by the web spell,
except that they regrow in 10 minutes if they are burned or torn away while the
guards and wards spell lasts. Saving Throw: Reflex negates; see text for
web. Spell Resistance: No.
Confusion:
Where there are
choices in direction—such as a corridor intersection or side passage—a minor confusion-type
effect functions so as to make it 50% probable that intruders believe they are
going in the opposite direction from the one they actually chose. This is an
enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.
Lost
Doors: One door per
caster level is covered by a silent image to appear as if it were a
plain wall. Saving Throw: Will disbelief (if interacted with). Spell
Resistance: No.
In addition,
you can place your choice of one of the following five magical effects.
1. Dancing
lights in four corridors. You can designate a simple program that causes
the lights to repeat as long as the guards and wards spell lasts. Saving
Throw: None. Spell Resistance: No.
2. A magic
mouth in two places. Saving Throw: None. Spell Resistance: No.
3. A stinking
cloud in two places. The vapors appear in the places you designate; they
return within 10 minutes if dispersed by wind while the guards and wards spell
lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell
Resistance: No.
4. A gust
of wind in one corridor or room. Saving Throw: Fortitude negates. Spell
Resistance: Yes.
5. A suggestion
in one place. You select an area of up to 5 feet square, and any creature
who enters or passes through the area receives the suggestion mentally.
Saving Throw: Will negates. Spell Resistance: Yes.
The whole
warded area radiates strong magic of the abjuration school. A dispel magic cast
on a specific effect, if successful, removes only that effect. A successful Mage’s
disjunction destroys the entire guards and wards effect.
Material
Component: Burning
incense, a small measure of brimstone and oil, a knotted string, and a small
amount of blood.
Focus: A small silver rod.
Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
This spell
imbues the subject with a touch of divine guidance. The creature gets a +1
competence bonus on a single attack roll, saving throw, or skill check. It must
choose to use the bonus before making the roll to which it applies.
Gust of Wind
Evocation
[Air]
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Effect: Line-shaped gust of severe wind
emanating out from you to the extreme of the range
Duration: 1 round
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
creates a severe blast of air (approximately 50 mph) that originates from you,
affecting all creatures in its path.
A Tiny or
smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking
1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller
creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due
to battering and buffeting.
Small
creatures are knocked prone by the force of the wind, or if flying are blown
back 1d6x10 feet.
Medium
creatures are unable to move forward against the force of the wind, or if
flying are blown back 1d6x5 feet.
Large or
larger creatures may move normally within a gust of wind effect.
A gust of
wind can’t move a creature beyond the limit of its range.
Any
creature, regardless of size, takes a –4 penalty on ranged attacks and Listen
checks in the area of a gust of wind.
The force of
the gust automatically extinguishes candles, torches, and similar
unprotected flames. It causes protected flames, such as those of lanterns, to
dance wildly and has a 50% chance to extinguish those lights.
In addition
to the effects noted, a gust of wind can do anything that a sudden blast
of wind would be expected to do. It can create a stinging spray of sand or dust,
fan a large fire, overturn delicate awnings or hangings, heel over a small
boat, and blow gases or vapors to the edge of its range.
Gust of
wind can be made
permanent with a permanency spell.