Ice Storm
Evocation
[Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft.
high)
Duration: 1 full round
Saving
Throw: None
Spell
Resistance: Yes
Great
magical hailstones pound down for 1 full round, dealing 3d6 points of
bludgeoning damage and 2d6 points of cold damage to every creature in the area.
A –4 penalty applies to each Listen check made within the ice storm’s
effect, and all land movement within its area is at half speed. At the end of
the duration, the hail disappears, leaving no aftereffects (other than the
damage dealt).
Arcane
Material Component: A
pinch of dust and a few drops of water.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
The spell
determines all magic properties of a single magic item, including how to
activate those functions (if appropriate), and how many charges are left (if
any).
Identify does not function when used on an
artifact.
Arcane
Material Component: A
pearl of at least 100 gp value, crushed and stirred into wine with an owl
feather; the infusion must be drunk prior to spellcasting.
Illusory Script
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 minute or
longer; see text
Range: Touch
Target: One touched object weighing no more
than 10 lb.
Duration: One day/level (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
You write
instructions or other information on parchment, paper, or any suitable writing
material. The illusory script appears to be some form of foreign or
magical writing. Only the person (or people) designated by you at the time of
the casting are able to read the writing; it’s unintelligible to any other
character, although an illusionist recognizes it as illusory script.
Any
unauthorized creature attempting to read the script triggers a potent illusory
effect and must make a saving throw. A successful saving throw means the
creature can look away with only a mild sense of disorientation. Failure means
the creature is subject to a suggestion implanted in the script by you at the
time the illusory script spell was cast. The suggestion lasts only 30 minutes.
Typical suggestions include “Close the book and leave,” “Forget the existence
of the book,” and so forth. If successfully dispelled by dispel magic, the
illusory script and its secret message disappear. The hidden message can
be read by a combination of the true seeing spell with the read magic
or comprehend languages spell.
The casting
time depends on how long a message you wish to write, but it is always at least
1 minute.
Material
Component: A
lead-based ink (cost of not less than 50 gp).
Illusory Wall
Illusion
(Figment)
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. by 10 ft. by 10 ft.
Duration: Permanent
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
This spell
creates the illusion of a wall, floor, ceiling, or similar surface. It appears
absolutely real when viewed, but physical objects can pass through it without
difficulty. When the spell is used to hide pits, traps, or normal doors, any
detection abilities that do not require sight work normally. Touch or a probing
search reveals the true nature of the surface, though such measures do not
cause the illusion to disappear.
Imbue with Spell Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting
Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You transfer
some of your currently prepared spells, and the ability to cast them, to
another creature. Only a creature with an Intelligence score of at least 5 and
a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from
the schools of abjuration, divination, and conjuration (healing) can be
transferred. The number and level of spells that the subject can be granted
depends on its Hit Dice; even multiple castings of imbue with spell ability can’t
exceed this limit.
HD of
Recipient |
Spells
Imbued |
2 or lower |
One
1st-level spell |
3–4 |
One or two
1st-level spells |
5 or
higher |
One or two
1st-level spells and one 2nd-level spell |
The
transferred spell’s variable characteristics (range, duration, area, and the
like) function according to your level, not the level of the recipient.
Once you
cast imbue with spell ability, you cannot prepare a new 4th-level spell
to replace it until the recipient uses the imbued spells or is slain, or until
you dismiss the imbue with spell ability spell. In the meantime, you
remain responsible to your deity or your principles for the use to which the
spell is put. If the number of 4th-level spells you can cast decreases, and
that number drops below your current number of active imbue with spell
ability spells, the more recently cast imbued spells are dispelled.
To cast a
spell with a verbal component, the subject must be able to speak. To cast a
spell with a somatic component, it must have humanlike hands. To cast a spell
with a material component or focus, it must have the materials or focus.
Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You create a
destructive resonance in a corporeal creature’s body. For each round you
concentrate, you cause one creature to collapse in on itself, killing it. (This
effect, being instantaneous, cannot be dispelled.)
You can
target a particular creature only once with each casting of the spell.
Implosion
has no effect on
creatures in gaseous form or on incorporeal creatures.
Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
When you
cast imprisonment and touch a creature, it is entombed in a state of
suspended animation (see the temporal stasis spell) in a small sphere
far beneath the surface of the earth. The subject remains there unless a freedom
spell is cast at the locale where the imprisonment took place. Magical
search by a crystal ball, a locate object spell, or some other
similar divination does not reveal the fact that a creature is imprisoned, but discern
location does. A wish or miracle spell will not free the
recipient, but will reveal where it is entombed. If you know the target’s name
and some facts about its life, the target takes a –4 penalty on its save.
Incendiary Cloud
Conjuration
(Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20
ft. high
Duration: 1 round/level
Saving
Throw: Reflex half;
see text
Spell
Resistance: No
An incendiary
cloud spell creates a cloud of roiling smoke shot through with white-hot
embers. The smoke obscures all sight as a fog cloud does. In addition, the
white-hot embers within the cloud deal 4d6 points of fire damage to everything
within the cloud on your turn each round. All targets can make Reflex saves
each round to take half damage.
As with a cloudkill
spell, the smoke moves away from you at 10 feet per round. Figure out the
smoke’s new spread each round based on its new point of origin, which is 10
feet farther away from where you were when you cast the spell. By
concentrating, you can make the cloud (actually its point of origin) move as
much as 60 feet each round. Any portion of the cloud that would extend beyond
your maximum range dissipates harmlessly, reducing the remainder’s spread
thereafter.
As with fog
cloud, wind disperses the smoke, and the spell can’t be cast underwater.
Inflict Critical Wounds
Necromancy
Level: Clr 4, Destruction 4
This spell
functions like inflict light wounds, except that you deal 4d8 points of
damage +1 point per caster level (maximum +20).
Inflict Critical Wounds, Mass
Necromancy
Level: Clr 8
This spell
functions like mass inflict light wounds, except that it deals 4d8
points of damage +1 point per caster level (maximum +40).
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half
Spell
Resistance: Yes
When laying
your hand upon a creature, you channel negative energy that deals 1d8 points of
damage +1 point per caster level (maximum +5).
Since undead
are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it.
Inflict Light Wounds, Mass
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will half
Spell
Resistance: Yes
Negative
energy spreads out in all directions from the point of origin, dealing 1d8
points of damage +1 point per caster level (maximum +25) to nearby living
enemies.
Like other inflict
spells, mass inflict light wounds cures undead in its area rather
than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells.
Inflict Minor Wounds
Necromancy
Level: Clr 0
Saving
Throw: Will negates
This spell
functions like inflict light wounds, except that you deal 1 point of
damage and a Will save negates the damage instead of halving it.
Inflict Moderate Wounds
Necromancy
Level: Clr 2
This spell
functions like inflict light wounds, except that you deal 2d8 points of
damage +1 point per caster level (maximum +10).
Inflict Moderate Wounds, Mass
Necromancy
Level: Clr 6
This spell
functions like mass inflict light wounds, except that it deals 2d8
points of damage +1 point per caster level (maximum +30).
Inflict Serious Wounds
Necromancy
Level: Clr 3
This spell
functions like inflict light wounds, except that you deal 3d8 points of
damage +1 point per caster level (maximum +15).
Inflict Serious Wounds, Mass
Necromancy
Level: Clr 7
This spell
functions like mass inflict light wounds, except that it deals 3d8
points of damage +1 point per caster level (maximum +35).
Insanity
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
The affected
creature suffers from a continuous confusion effect, as the spell.
Remove
curse does not
remove insanity. Greater restoration, heal, limited
wish, miracle, or wish can restore the creature.
Insect Plague
Conjuration
(Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting
Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three
levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
You summon a
number of swarms of locusts (one per three levels, to a maximum of six swarms
at 18th level). The swarms must be summoned so that each one is adjacent to at
least one other swarm (that is, the swarms must fill one contiguous area). You
may summon the locust swarms so that they share the area of other creatures.
Each swarm attacks any creatures occupying its area. The swarms are stationary
after being summoned, and won’t pursue creatures that flee.
Instant Summons
Conjuration
(Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: See text
Target: One object weighing 10 lb. or less
whose longest dimension is 6 ft. or less
Duration: Permanent until discharged
Saving
Throw: None
Spell
Resistance: No
You call
some nonliving item from virtually any location directly to your hand.
First, you
must place your arcane mark on the item. Then you cast this spell, which
magically and invisibly inscribes the name of the item on a sapphire worth at
least 1,000 gp. Thereafter, you can summon the item by speaking a special word
(set by you when the spell is cast) and crushing the gem. The item appears
instantly in your hand. Only you can use the gem in this way.
If the item
is in the possession of another creature, the spell does not work, but you know
who the possessor is and roughly where that creature is located when the
summons occurs.
The
inscription on the gem is invisible. It is also unreadable, except by means of
a read magic spell, to anyone but you.
The item can
be summoned from another plane, but only if no other creature has claimed ownership
of it.
Material
Component: A
sapphire worth at least 1,000 gp.
Interposing Hand
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: Yes
Interposing
hand creates a Large
magic hand that appears between you and one opponent. This floating,
disembodied hand then moves to remain between the two of you, regardless of
where you move or how the opponent tries to get around it, providing cover (+4
AC) for you against that opponent. Nothing can fool the hand—it sticks with the
selected opponent in spite of darkness, invisibility, polymorphing, or any
other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
An interposing
hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as you do when you’re undamaged, and its AC is 20 (–1
size, +11 natural). It takes damage as a normal creature, but most magical
effects that don’t cause damage do not affect it.
The hand
never provokes attacks of opportunity from opponents. It cannot push through a wall
of force or enter an antimagic field, but it suffers the full effect
of a prismatic wall or prismatic sphere. The hand makes saving
throws as its caster.
Disintegrate
or a successful dispel
magic destroys it.
Any creature
weighing 2,000 pounds or less that tries to push past the hand is slowed to
half its normal speed. The hand cannot reduce the speed of a creature weighing
more than 2,000 pounds, but it still affects the creature’s attacks.
Directing
the spell to a new target is a move action.
Focus: A soft glove.
Invisibility
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: You or a creature or object weighing
no more than 100 lb./level
Duration: 1 min./level (D)
Saving
Throw: Will negates
(harmless) or Will negates (harmless, object)
Spell
Resistance: Yes (harmless)
or Yes (harmless, object)
The creature
or object touched becomes invisible, vanishing from sight, even from
darkvision. If the recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor your allies can see the
subject, unless you can normally see invisible things or you employ magic to do
so.
Items
dropped or put down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it
becomes visible.
Of course,
the subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as stepping in a puddle). The spell ends
if the subject attacks any creature. For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe.
(Exactly who is a foe depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not break the spell. Causing harm
indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat, climb stairs, summon monsters and have them attack, cut the ropes holding
a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as
bless that specifically affect allies but not foes are not attacks for
this purpose, even when they include foes in their area.
Invisibility
can be made
permanent (on objects only) with a permanency spell.
Arcane
Material Component: An
eyelash encased in a bit of gum arabic.
Invisibility, Greater
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving
Throw: Will negates
(harmless)
This spell
functions like invisibility, except that it doesn’t end if the subject
attacks.
Invisibility, Mass
Illusion
(Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of creatures, no two of
which can be more than 180 ft. apart
This spell
functions like invisibility, except that the effect is mobile with the
group and is broken when anyone in the group attacks. Individuals in the group
cannot see each other. The spell is broken for any individual who moves more
than 180 feet from the nearest member of the group. (If only two individuals
are affected, the one moving away from the other one loses its invisibility. If
both are moving away from each other, they both become visible when the
distance between them exceeds 180 feet.)
Material
Component: An
eyelash encased in a bit of gum arabic.
Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
You surround
yourself with a sphere of power with a radius of 5 feet per caster level that
negates all forms of invisibility.
Anything
invisible becomes visible while in the area.
Invisibility Sphere
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Area: 10-ft.-radius emanation around the
creature or object touched
This spell
functions like invisibility, except that this spell confers invisibility
upon all creatures within 10 feet of the recipient. The center of the effect is
mobile with the recipient.
Those
affected by this spell can see each other and themselves as if unaffected by
the spell. Any affected creature moving out of the area becomes visible, but
creatures moving into the area after the spell is cast do not become invisible.
Affected creatures (other than the recipient) who attack negate the
invisibility only for themselves. If the spell recipient attacks, the invisibility
sphere ends.
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell
transforms your body into living iron, which grants you several powerful
resistances and abilities.
You gain
damage reduction 15/adamantine. You are immune to blindness, critical hits,
ability score damage, deafness, disease, drowning, electricity, poison,
stunning, and all spells or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. However, you also
become vulnerable to all special attacks that affect iron golems.
You gain a
+6 enhancement bonus to your Strength score, but you take a –6 penalty to
Dexterity as well (to a minimum Dexterity score of 1), and your speed is
reduced to half normal. You have an arcane spell failure chance of 50% and a –8
armor check penalty, just as if you were clad in full plate armor. You cannot
drink (and thus can’t use potions) or play wind instruments.
Your unarmed
attacks deal damage equal to a club sized for you (1d4 for Small characters or
1d6 for Medium characters), and you are considered armed when making unarmed
attacks.
Your weight
increases by a
Arcane
Material Component: A
small piece of iron that was once part of either an iron golem, a hero’s armor,
or a war machine.
Ironwood
Transmutation
Level: Drd 6
Components: V, S, M
Casting
Time: 1 minute/lb.
created
Range: 0 ft.
Effect: An ironwood object weighing
up to 5 lb./level
Duration: One day/level (D)
Saving
Throw: None
Spell
Resistance: No
Ironwood is a magical substance created by
druids from normal wood. While remaining natural wood in almost every way, ironwood
is as strong, heavy, and resistant to fire as steel. Spells that affect
metal or iron do not function on ironwood. Spells that affect wood do
affect ironwood, although ironwood does not burn. Using this
spell with wood shape or a wood-related Craft check, you can fashion
wooden items that function as steel items. Thus, wooden plate armor and wooden
swords can be created that are as durable as their normal steel counterparts.
These items are freely usable by druids.
Further, if
you make only half as much ironwood as the spell would normally allow,
any weapon, shield, or suit of armor so created is treated as a magic item with
a +1 enhancement bonus.
Material
Component: Wood
shaped into the form of the intended ironwood object.
Irresistible Dance
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving
Throw: None
Spell
Resistance: Yes
The subject
feels an undeniable urge to dance and begins doing so, complete with foot
shuffling and tapping. The spell effect makes it impossible for the subject to
do anything other than caper and prance in place. The effect imposes a –4
penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC
bonus granted by a shield the target holds. The dancing subject provokes
attacks of opportunity each round on its turn.