Mage Armor
Conjuration
(Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No
An invisible
but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
Unlike
mundane armor, mage armor entails no armor check penalty, arcane spell
failure chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object
weighing up to 5 lb.
Duration: Concentration
Saving
Throw: None
Spell
Resistance: No
You point
your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction,
though the spell ends if the distance between you and the object ever exceeds
the spell’s range.
Mage’s Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items
within a 40-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: No
All magical
effects and magic items within the radius of the spell, except for those that
you carry or touch, are disjoined. That is, spells and spell-like effects are
separated into their individual components (ending the effect as a dispel
magic spell does), and each permanent magic item must make a successful
Will save or be turned into a normal item. An item in a creature’s possession
uses its own Will save bonus or its possessor’s Will save bonus, whichever is
higher.
You also have
a 1% chance per caster level of destroying an antimagic field. If the antimagic
field survives the disjunction, no items within it are disjoined.
Even
artifacts are subject to disjunction, though there is only a 1% chance
per caster level of actually affecting such powerful items. Additionally, if an
artifact is destroyed, you must make a DC 25 Will save or permanently lose all
spellcasting abilities. (These abilities cannot be recovered by mortal magic,
not even miracle or wish.)
Note: Destroying artifacts is a dangerous
business, and it is 95% likely to attract the attention of some powerful being
who has an interest in or connection with the device.
Mage’s Faithful Hound
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until
discharged, then 1 round/caster level; see text
Saving
Throw: None
Spell
Resistance: No
You conjure
up a phantom watchdog that is invisible to everyone but yourself. It then
guards the area where it was conjured (it does not move). The hound immediately
starts barking loudly if any Small or larger creature approaches within 30 feet
of it. (Those within 30 feet of the hound when it is conjured may move about in
the area, but if they leave and return, they activate the barking.) The hound
sees invisible and ethereal creatures. It does not react to figments, but it
does react to shadow illusions.
If an
intruder approaches to within 5 feet of the hound, the dog stops barking and
delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage)
once per round. The dog also gets the bonuses appropriate to an invisible
creature.
The dog is
considered ready to bite intruders, so it delivers its first bite on the
intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose
of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell
lasts for 1 hour per caster level, but once the hound begins barking, it lasts
only 1 round per caster level. If you are ever more than 100 feet distant from
the hound, the spell ends.
Material
Component: A tiny
silver whistle, a piece of bone, and a thread.
Mage’s Lucubration
Transmutation
Level: Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly recall any one spell of 5th level or lower that you have used during
the past 24 hours. The spell must have been actually cast during that period.
The recalled spell is stored in your mind as through prepared in the normal
fashion.
If the
recalled spell requires material components, you must provide them. The
recovered spell is not usable until the material components are available.
Mage’s
Conjuration
(Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to
three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You conjure
up an extradimensional dwelling that has a single entrance on the plane from
which the spell was cast. The entry point looks like a faint shimmering in the
air that is 4 feet wide and 8 feet high. Only those you designate may enter the
mansion, and the portal is shut and made invisible behind you when you enter.
You may open it again from your own side at will. Once observers have passed
beyond the entrance, they are in a magnificent foyer with numerous chambers
beyond. The atmosphere is clean, fresh, and warm.
You can
create any floor plan you desire to the limit of the spell’s effect. The place
is furnished and contains sufficient foodstuffs to serve a nine-course banquet
to a dozen people per caster level. A staff of near-transparent servants (as
many as two per caster level), liveried and obedient, wait upon all who enter.
The servants function as unseen servant spells except that they are
visible and can go anywhere in the mansion.
Since the
place can be entered only through its special portal, outside conditions do not
affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory,
a small piece of polished marble, and a tiny silver spoon (each item worth 5
gp).
Mage’s Private Sanctum
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving
Throw: None
Spell
Resistance: No
This spell
ensures privacy. Anyone looking into the area from outside sees only a dark,
foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can
escape the area, so nobody can eavesdrop from outside. Those inside can see out
normally.
Divination
(scrying) spells cannot perceive anything within the area, and those within are
immune to detect thoughts. The ward prevents speech between those inside
and those outside (because it blocks sound), but it does not prevent other
communication, such as a sending or message spell, or telepathic
communication, such as that between a wizard and her familiar.
The spell
does not prevent creatures or objects from moving into and out of the area.
Mage’s
private sanctum can
be made permanent with a permanency spell.
Material
Component: A thin
sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
chrysolite.
Mage’s Sword
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: Yes
This spell
brings into being a shimmering, swordlike plane of force. The sword strikes at
any opponent within its range, as you desire, starting in the round that you
cast the spell. The sword attacks its designated target once each round on your
turn. Its attack bonus is equal to your caster level + your Int bonus or your
Cha bonus (for wizards or sorcerers, respectively) with an additional +3
enhancement bonus. As a force effect, it can strike ethereal and incorporeal
creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20
and a critical multiplier of x2.
The sword
always strikes from your direction. It does not get a bonus for flanking or
help a combatant get one. If the sword goes beyond the spell range from you, if
it goes out of your sight, or if you are not directing it, the sword returns to
you and hovers.
Each round
after the first, you can use a standard action to switch the sword to a new
target. If you do not, the sword continues to attack the previous round’s
target.
The sword
cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate,
a sphere of annihilation, or a rod of cancellation affects it.
The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection
bonus).
If an
attacked creature has spell resistance, the resistance is checked the first
time Mage’s sword strikes it. If the sword is successfully resisted, the
spell is dispelled. If not, the sword has its normal full effect on that creature
for the duration of the spell.
Focus: A miniature platinum sword with a
grip and pommel of copper and zinc. It costs 250 gp to construct.
Magic Aura
Illusion
(Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: One touched object weighing up
to 5
lb./level
Duration: One day/level (D)
Saving
Throw: None; see
text
Spell
Resistance: No
You alter an
item’s aura so that it registers to detect spells (and spells with
similar capabilities) as though it were nonmagical, or a magic item of a kind
you specify, or the subject of a spell you specify.
If the
object bearing magic aura has identify cast on it or is similarly
examined, the examiner recognizes that the aura is false and detects the
object’s actual qualities if he succeeds on a Will save. Otherwise, he believes
the aura and no amount of testing reveals what the true magic is.
If the
targeted item’s own aura is exceptionally powerful (if it is an artifact, for
instance), magic aura doesn’t work.
Note: A magic weapon, shield, or suit of
armor must be a masterwork item, so a sword of average make, for example, looks
suspicious if it has a magical aura.
Focus: A small square of silk that must be
passed over the object that receives the aura.
Magic Circle against Chaos
Abjuration
[Lawful]
Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from chaos instead of protection from evil, and it can imprison a
nonlawful called creature.
Magic Circle against Evil
Abjuration
[Good]
Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Area: 10-ft.-radius emanation from touched
creature
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No; see
text
All
creatures within the area gain the effects of a protection from evil spell,
and no nongood summoned creatures can enter the area either. You must overcome
a creature’s spell resistance in order to keep it at bay (as in the third
function of protection from evil), but the deflection and resistance
bonuses and the protection from mental control apply regardless of enemies’
spell resistance.
This spell
has an alternative version that you may choose when casting it. A magic
circle against evil can be focused inward rather than outward. When focused
inward, the spell binds a nongood called creature (such as those called by the lesser
planar binding, planar binding, and greater planar binding spells)
for a maximum of 24 hours per caster level, provided that you cast the spell
that calls the creature within 1 round of casting the magic circle. The
creature cannot cross the circle’s boundaries. If a creature too large to fit
into the spell’s area is the subject of the spell, the spell acts as a normal protection
from evil spell for that creature only.
A magic
circle leaves much to be desired as a trap. If the circle of powdered
silver laid down in the process of spellcasting is broken, the effect
immediately ends. The trapped creature can do nothing that disturbs the circle,
directly or indirectly, but other creatures can. If the called creature has
spell resistance, it can test the trap once a day. If you fail to overcome its
spell resistance, the creature breaks free, destroying the circle. A creature
capable of any form of dimensional travel (astral projection, blink,
dimension door, etherealness, gate, plane shift, shadow walk, teleport, and
similar abilities) can simply leave the circle through that means. You can
prevent the creature’s extradimensional escape by casting a dimensional
anchor spell on it, but you must cast the spell before the creature acts.
If you are successful, the anchor effect lasts as long as the magic
circle does. The creature cannot reach across the magic circle, but
its ranged attacks (ranged weapons, spells, magical abilities, and the like)
can. The creature can attack any target it can reach with its ranged attacks
except for the circle itself.
You can add
a special diagram (a two-dimensional bounded figure with no gaps along its
circumference, augmented with various magical sigils) to make the magic
circle more secure. Drawing the diagram by hand takes 10 minutes and
requires a DC 20 Spellcraft check. You do not know the result of this check. If
the check fails, the diagram is ineffective. You can take 10 when drawing the
diagram if you are under no particular time pressure to complete the task. This
task also takes 10 full minutes. If time is no
A successful
diagram allows you to cast a dimensional anchor spell on the magic
circle during the round before casting any summoning spell. The anchor holds
any called creatures in the magic circle for 24 hours per caster level.
A creature cannot use its spell resistance against a magic circle prepared
with a diagram, and none of its abilities or attacks can cross the diagram. If
the creature tries a Charisma check to break free of the trap (see the lesser
planar binding spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid across it. However,
the creature itself cannot disturb the diagram either directly or indirectly,
as noted above.
This spell
is not cumulative with protection from evil and vice versa.
Arcane
Material Component: A
little powdered silver with which you trace a 3-footdiameter circle on the
floor (or ground) around the creature to be warded.
Magic Circle against Good
Abjuration
[Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from good instead of protection from evil, and it can imprison a
nonevil called creature.
Magic Circle against Law
Abjuration
[Chaotic]
Level: Chaos 3, Clr 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from law instead of protection from evil, and it can imprison a
nonchaotic called creature.
Magic Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Magic
fang gives one
natural weapon of the subject a +1 enhancement bonus on attack and damage
rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.
(The spell does not change an unarmed strike’s damage from nonlethal damage to
lethal damage.)
Magic
fang can be made
permanent with a permanency spell.
Magic Fang, Greater
Transmutation
Level: Drd 3, Rgr 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
This spell
functions like magic fang, except that the enhancement bonus on attack
and damage rolls is +1 per four caster levels (maximum +5).
Alternatively,
you may imbue all of the creature’s natural weapons with a +1 enhancement bonus
(regardless of your caster level).
Greater
magic fang can be
made permanent with a permanency spell.
Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level or until you return to
your body
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
By casting magic
jar, you place your soul in a gem or large crystal (known as the magic
jar), leaving your body lifeless. Then you can attempt to take control of a
nearby body, forcing its soul into the magic jar. You may move back to
the jar (thereby returning the trapped soul to its body) and attempt to possess
another body. The spell ends when you send your soul back to your own body,
leaving the receptacle empty.
To cast the
spell, the magic jar must be within spell range and you must know where
it is, though you do not need line of sight or line of effect to it. When you
transfer your soul upon casting, your body is, as near as anyone can tell,
dead.
While in the
magic jar, you can sense and attack any life force within 10 feet per
caster level (and on the same plane of existence). You do need line of effect
from the jar to the creatures. You cannot determine the exact creature types or
positions of these creatures. In a group of life forces, you can sense a
difference of 4 or more Hit Dice between one creature and another and can
determine whether a life force is powered by positive or negative energy.
(Undead creatures are powered by negative energy. Only sentient undead
creatures have, or are, souls.)
You could
choose to take over either a stronger or a weaker creature, but which
particular stronger or weaker creature you attempt to possess is determined
randomly.
Attempting
to possess a body is a full-round action. It is blocked by protection from
evil or a similar ward. You possess the body and force the creature’s soul
into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the magic jar, and the
target automatically succeeds on further saving throws if you attempt to
possess its body again.
If you are
successful, your life force occupies the host body, and the host’s life force
is imprisoned in the magic jar. You keep your Intelligence, Wisdom,
Charisma, level, class, base attack bonus, base save bonuses, alignment, and
mental abilities. The body retains its Strength, Dexterity, Constitution, hit
points, natural abilities, and automatic abilities. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon
attacks) than normal. You can’t choose to activate the body’s extraordinary or
supernatural abilities. The creature’s spells and spell-like abilities do not
stay with the body.
As a
standard action, you can shift freely from a host to the magic jar if
within range, sending the trapped soul back to its body. The spell ends when
you shift from the jar to your own body.
If the host
body is slain, you return to the magic jar, if within range, and the
life force of the host departs (it is dead). If the host body is slain beyond
the range of the spell, both you and the host die. Any life force with nowhere
to go is treated as slain.
If the spell
ends while you are in the magic jar, you return to your body (or die if
your body is out of range or destroyed). If the spell ends while you are in a
host, you return to your body (or die, if it is out of range of your current
position), and the soul in the magic jar returns to its body (or dies if
it is out of range). Destroying the receptacle ends the spell, and the spell
can be dispelled at either the magic jar or at the host’s location.
Focus: A gem or crystal worth at least 100
gp.
Magic Missile
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which
can be more than 15 ft. apart
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A missile of
magical energy darts forth from your fingertip and strikes its target, dealing
1d4+1 points of force damage.
The missile
strikes unerringly, even if the target is in melee combat or has less than
total cover or total concealment. Specific parts of a creature can’t be singled
out. Inanimate objects are not damaged by the spell.
For every
two caster levels beyond 1st, you gain an additional missile—two at 3rd level,
three at 5th, four at 7th, and the maximum of five missiles at 9th level or
higher. If you shoot multiple missiles, you can have them strike a single
creature or several creatures. A single missile can strike only one creature.
You must designate targets before you check for spell resistance or roll
damage.
Magic Mouth
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
imbues the chosen object or creature with an enchanted mouth that suddenly
appears and speaks its message the next time a specified event occurs. The message,
which must be twenty-five or fewer words long, can be in any language known by
you and can be delivered over a period of 10 minutes. The mouth cannot utter
verbal components, use command words, or activate magical effects. It does,
however, move according to the words articulated; if it were placed upon a
statue, the mouth of the statue would move and appear to speak. Of course, magic
mouth can be placed upon a tree, rock, or any other object or creature.
The spell
functions when specific conditions are fulfilled according to your command as
set in the spell. Commands can be as general or as detailed as desired,
although only visual and audible triggers can be used. Triggers react to what
appears to be the case. Disguises and illusions can fool them. Normal darkness
does not defeat a visual trigger, but magical darkness or invisibility
does. Silent movement or magical silence defeats audible triggers.
Audible triggers can be keyed to general types of noises or to a specific noise
or spoken word. Actions can serve as triggers if they are visible or audible. A
magic mouth cannot distinguish alignment, level, Hit Dice, or class
except by external garb.
The range
limit of a trigger is 15 feet per caster level, so a 6th-level caster can
command a magic mouth to respond to triggers as far as 90 feet away.
Regardless of range, the mouth can respond only to visible or audible triggers
and actions in line of sight or within hearing distance.
Magic
mouth can be made
permanent with a permanency spell.
Material
Component: A small
bit of honeycomb and jade dust worth 10 gp.
Magic Stone
Transmutation
Level: Clr 1, Drd 1, Earth 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You
transmute as many as three pebbles, which can be no larger than sling bullets,
so that they strike with great force when thrown or slung. If hurled, they have
a range increment of 20 feet. If slung, treat them as sling bullets (range
increment 50 feet). The spell gives them a +1 enhancement bonus on attack and
damage rolls. The user of the stones makes a normal ranged attack. Each
stone that hits deals 1d6+1 points of damage (including the spell’s enhancement
bonus), or 2d6+2 points against undead.
Magic Vestment
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You imbue a
suit of armor or a shield with an enhancement bonus of +1 per four caster
levels (maximum +5 at 20th level).
An outfit of
regular clothing counts as armor that grants no AC bonus for the purpose of
this spell.
Magic Weapon
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Magic
weapon gives a
weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus
does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
You can’t cast
this spell on a natural weapon, such as an unarmed strike (instead, see magic
fang). A monk’s unarmed strike is considered a weapon, and thus it can be
enhanced by this spell.
Magic Weapon, Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all
of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
This spell
functions like magic weapon, except that it gives a weapon an
enhancement bonus on attack and damage rolls of +1 per four caster levels
(maximum +5).
Alternatively,
you can affect as many as fifty arrows, bolts, or bullets. The projectiles must
be of the same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation when
used. (Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.)
Arcane
Material Component: Powdered
lime and carbon.
Major Creation
Conjuration
(Creation)
Level: Sor/Wiz 5
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
This spell
functions like minor creation, except that you can also create an object
of mineral nature: stone, crystal, metal, or the like. The duration of the
created item varies with its relative hardness and rarity, as indicated on the
following table.
Hardness and Rarity Examples |
Duration |
Vegetable
matter |
2
hr./level |
Stone,
crystal, base metals |
1
hr./level |
Precious
metals |
20
min./level |
Gems |
10
min./level |
Rare metal1 |
1
round/level |
1 Includes
adamantine, alchemical silver, and mithral. You can’t use major creation to
create a cold iron item. |
Major Image
Illusion
(Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds
This spell
functions like silent image, except that sound, smell, and thermal
illusions are included in the spell effect. While concentrating, you can move
the image within the range.
The image
disappears when struck by an opponent unless you cause the illusion to react
appropriately.
Make Whole
Transmutation
Level: Clr 2
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./
level
This spell
functions like mending, except that make whole completely repairs
an object made of any substance, even one with multiple breaks, to be as strong
as new. The spell does not restore the magical abilities of a broken magic item
made whole, and it cannot mend broken magic rods, staffs, or wands. The spell
does not repair items that have been warped, burned, disintegrated, ground to
powder, melted, or vaporized, nor does it affect creatures (including
constructs).
Mark of Justice
Necromancy
Level: Clr 5, Pal 4
Components: V, S, DF
Casting
Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving
Throw: None
Spell
Resistance: Yes
You draw an
indelible mark on the subject and state some behavior on the part of the
subject that will activate the mark. When activated, the mark curses the
subject. Typically, you designate some sort of criminal behavior that activates
the mark, but you can pick any act you please. The effect of the mark is
identical with the effect of bestow curse.
Since this
spell takes 10 minutes to cast and involves writing on the target, you can cast
it only on a creature that is willing or restrained.
Like the
effect of bestow curse, a mark of justice cannot be dispelled,
but it can be removed with a break enchantment, limited wish, miracle,
remove curse, or wish spell. Remove curse works only if
its caster level is equal to or higher than your mark of justice caster
level. These restrictions apply regardless of whether the mark has activated.
Mass (Spell Name)
Any spell
whose name begins with mass is alphabetized in this chapter according to
the second word of the spell name. Thus, the description of a mass spell
appears near the description of the spell on which it is based. Spell chains
that have mass spells in them include those based on the spells bear’s
endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds,
cure light wounds, cure moderate wounds, cure serious wounds, eagle’s splendor,
enlarge person, fox’s cunning, heal, hold monster, hold person, inflict
critical wounds, inflict light wounds, inflict moderate wounds, inflict serious
wounds, invisibility, owl’s wisdom, reduce person, and suggestion.
Maze
Conjuration
(Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You banish
the subject into an extradimensional labyrinth of force planes. Each round on
its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as
a full-round action. If the subject doesn’t escape, the maze disappears after
10 minutes, forcing the subject to leave.
On escaping
or leaving the maze, the subject reappears where it had been when the maze spell
was cast. If this location is filled with a solid object, the subject appears
in the nearest open space. Spells and abilities that move a creature within a
plane, such as teleport and dimension door, do not help a
creature escape a maze spell, although a plane shift spell allows
it to exit to whatever plane is designated in that spell. Minotaurs are not
affected by this spell.
Meld into Stone
Transmutation
[Earth]
Level: Clr 3, Drd 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
Meld into
stone enables you to
meld your body and possessions into a single block of stone. The stone must be
large enough to accommodate your body in all three dimensions. When the casting
is complete, you and not more than 100 pounds of nonliving gear merge with the
stone. If either condition is violated, the spell fails and is wasted.
While in the
stone, you remain in contact, however tenuous, with the face of the stone
through which you melded. You remain aware of the passage of time and can cast
spells on yourself while hiding in the stone. Nothing that goes on outside the
stone can be seen, but you can still hear what happens around you. Minor physical
damage to the stone does not harm you, but its partial destruction (to the
extent that you no longer fit within it) expels you and deals you 5d6 points of
damage. The stone’s complete destruction expels you and slays you instantly
unless you make a DC 18 Fortitude save.
Any time
before the duration expires, you can step out of the stone through the surface
that you entered. If the spell’s duration expires or the effect is dispelled
before you voluntarily exit the stone, you are violently expelled and take 5d6
points of damage.
The
following spells harm you if cast upon the stone that you are occupying: Stone
to flesh expels you and deals you 5d6 points of damage. Stone shape deals
you 3d6 points of damage but does not expel you. Transmute rock to mud expels
you and then slays you instantly unless you make a DC 18 Fortitude save, in
which case you are merely expelled. Finally, passwall expels you without
damage.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Mending repairs small breaks or tears in
objects (but not warps, such as might be caused by a warp wood spell).
It will weld broken metallic objects such as a ring, a chain link, a medallion,
or a slender dagger, providing but one break exists.
Ceramic or
wooden objects with multiple breaks can be invisibly rejoined to be as strong
as new. A hole in a leather sack or a wineskin is completely healed over by mending.
The spell can repair a magic item, but the item’s magical abilities are not
restored. The spell cannot mend broken magic rods, staffs, or wands, nor does
it affect creatures (including constructs).
Message
Transmutation
[Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving
Throw: None
Spell Resistance: No
You can
whisper messages and receive whispered replies with little chance of being
overheard. You point your finger at each creature you want to receive the
message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of
common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the
spell. The message does not have to travel in a straight line. It can
circumvent a barrier if there is an open path between you and the subject, and
the path’s entire length lies within the spell’s range. The creatures that
receive the message can whisper a reply that you hear. The spell transmits
sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth
the words and whisper, possibly allowing observers the opportunity to read your
lips.
Focus: A short piece of copper wire.
Meteor Swarm
Evocation
[Fire]
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving
Throw: None or
Reflex half; see text
Spell
Resistance: Yes
Meteor
swarm is a very
powerful and spectacular spell that is similar to fireball in many
aspects. When you cast it, four 2- foot-diameter spheres spring from your
outstretched hand and streak in straight lines to the spots you select. The
meteor spheres leave a fiery trail of sparks.
If you aim a
sphere at a specific creature, you may make a ranged touch attack to strike the
target with the meteor. Any creature struck by one of these spheres takes 2d6
points of bludgeoning damage (no save) and receives no saving throw against the
sphere’s fire damage (see below). If a targeted sphere misses its target, it
simply explodes at the nearest corner of the target’s space. You may aim more
than one meteor at the same target.
Once a
sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing
6d6 points of fire damage to each creature in the area. If a creature is within
the area of more than one sphere, it must save separately against each. (Fire
resistance applies to each sphere’s damage individually.)
Might of the Gods
Transmutation
Level:
Components: V, S, M
Casting Time: 1 action
Range: 10 feet
Targets: Up to 10 people
Duration: 2 rounds/level
This powerful spell affects fighters (including barbarians, paladins, rangers,
and warriors). The caster may bestow a sacred bonus of up to 30 ability points
on up to 10 fighters. A fighter's Strength, Constitution, and Dexterity may be
affected, and no individual may receive more than 5 bonus ability points.
Multiple castings won't allow any target to exceed the maximum permitted
ability boost.
Mind Blank
Abjuration
Level: Protection 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
is protected from all devices and spells that detect, influence, or read
emotions or thoughts. This spell protects against all mind-affecting spells and
effects as well as information gathering by divination spells or effects. Mind
blank even foils limited wish, miracle, and wish spells
when they are used in such a way as to affect the subject’s mind or to gain
information about it. In the case of scrying that scans an area the creature is
in, such as arcane eye, the spell works but the creature simply isn’t
detected. Scrying attempts that are targeted specifically at the subject do not
work at all.
Mind Fog
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
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: 30 minutes and 2d6 rounds; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
Mind fog produces a bank of thin mist that
weakens the mental resistance of those caught in it. Creatures in the mind
fog take a –10 competence penalty on Wisdom checks and Will saves. (A
creature that successfully saves against the fog is not affected and need not
make further saves even if it remains in the fog.) Affected creatures take the
penalty as long as they remain in the fog and for 2d6 rounds thereafter. The
fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate
wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
The fog is
thin and does not significantly hamper vision.
Minor Creation
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of
nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You create a
nonmagical, unattended object of nonliving, vegetable matter. The volume of the
item created cannot exceed 1 cubic foot per caster level. You must succeed on an
appropriate skill check to make a complex item.
Attempting
to use any created object as a material component causes the spell to fail.
Material
Component: A tiny
piece of matter of the same sort of item you plan to create with minor
creation.
Minor Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Duration: Concentration +2 rounds
This spell
functions like silent image, except that minor image includes
some minor sounds but not understandable speech.
Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP; see text
Casting
Time: 1 standard
action
Range: See text
Target,
Effect, or Area: See
text
Duration: See text
Saving
Throw: See text
Spell
Resistance: Yes
You don’t so
much cast a miracle as request one. You state what you would like to
have happen and request that your deity (or the power you pray to for spells)
intercede.
A miracle
can do any of the following things.
• Duplicate any cleric spell of 8th
level or lower (including spells to which you have access because of your
domains).
• Duplicate any other spell of 7th
level or lower.
• Undo the harmful effects of certain
spells, such as feeblemind or insanity.
• Have any effect whose power level is
in line with the above effects.
If the miracle
has any of the above effects, casting it has no experience point cost.
Alternatively,
a cleric can make a very powerful request. Casting such a miracle costs
the cleric 5,000 XP because of the powerful divine energies involved. Examples
of especially powerful miracles of this sort could include the following.
• Swinging the tide of a battle in your
favor by raising fallen allies to continue fighting.
• Moving you and your allies, with all
your and their gear, from one plane to another through planar barriers to a
specific locale with no chance of error.
• Protecting a city from an earthquake,
volcanic eruption, flood, or other major natural disaster.
In any
event, a request that is out of line with the deity’s (or alignment’s) nature
is refused.
A duplicated
spell allows saving throws and spell resistance as normal, but the save DCs are
as for a 9th-level spell. When a miracle duplicates a spell that has an
XP cost, you must pay that cost. When a miracle spell duplicates a spell
with a material component that costs more than 100 gp, you must provide that
component.
XP Cost: 5,000 XP (for some uses of the miracle
spell; see above).
Mirage Arcana
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Area: One 20-ft. cube/level (S)
Duration: Concentration +1 hour/ level (D)
This spell
functions like hallucinatory terrain, except that it enables you to make
any area appear to be something other than it is. The illusion includes
audible, visual, tactile, and ol
Mirror Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several
illusory duplicates of you pop into being, making it difficult for enemies to
know which target to attack. The figments stay near you and disappear when
struck.
Mirror
image creates 1d4
images plus one image per three caster levels (maximum eight images total).
These figments separate from you and remain in a cluster, each within 5 feet of
at least one other figment or you. You can move into and through a mirror
image. When you and the mirror image separate, observers can’t use
vision or hearing to tell which one is you and which the image. The figments
may also move through each other. The figments mimic your actions, pretending
to cast spells when you cast a spell, drink potions when you drink a potion,
levitate when you levitate, and so on.
Enemies
attempting to attack you or cast spells at you must select from among
indistinguishable targets. Generally, roll randomly to see whether the selected
target is real or a figment. Any successful attack against an image destroys
it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem
to react normally to area spells (such as looking like they’re burned or dead
after being hit by a fireball).
While
moving, you can merge with and split off from figments so that enemies who have
learned which image is real are again confounded.
An attacker
must be able to see the images to be fooled. If you are invisible or an
attacker shuts his or her eyes, the spell has no effect. (Being unable to see
carries the same penalties as being blinded.)
Misdirection
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object, up to a
10-ft. cube in size
Duration: 1 hour/level
Saving
Throw: None or Will
negates; see text
Spell
Resistance: No
By means of
this spell, you misdirect the information from divination spells that reveal
auras (detect evil, detect magic, discern lies, and the like). On
casting the spell, you choose another object within range. For the duration of
the spell, the subject of misdirection is detected as if it were the
other object. (Neither the subject nor the other object gets a saving throw
against this effect.) Detection spells provide information based on the second
object rather than on the actual target of the detection unless the caster of
the detection succeeds on a Will save. For instance, you could make yourself
detect as a tree if one were within range at casting: not evil, not lying, not
magical, neutral in alignment, and so forth. This spell does not affect other
types of divination magic (augury, detect thoughts, clairaudience/clairvoyance,
and the like).
Mislead
Illusion
(Figment, Glamer)
Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
Components: S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Effect: You/one illusory double
Duration: 1 round/level (D) and concentration
+ 3 rounds; see text
Saving
Throw: None or Will
disbelief (if interacted with); see text
Spell
Resistance: No
You become
invisible (as improved invisibility, a glamer), and at the same time, an
illusory double of you (as major image, a figment) appears. You are then
free to go elsewhere while your double moves away. The double appears within
range but thereafter moves as you direct it (which requires concentration
beginning on the first round after the casting). You can make the figment
appear superimposed perfectly over your own body so that observers don’t notice
an image appearing and you turning invisible. You and the figment can then move
in different directions. The double moves at your speed and can talk and
gesture as if it were real, but it cannot attack or cast spells, though it can
pretend to do so.
The illusory
double lasts as long as you concentrate upon it, plus 3 additional rounds.
After you cease concentration, the illusory double continues to carry out the
same activity until the duration expires. The improved invisibility lasts
for 1 round per level, regardless of concentration.
Mnemonic Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M, F
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Casting this
spell allows you to prepare additional spells or retain spells recently cast.
Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional
levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare
and cast these spells normally.
Retain: You retain any spell of 3rd level or
lower that you had cast up to 1 round before you started casting the mnemonic
enhancer. This restores the previously cast spell to your mind.
In either event,
the spell or spells prepared or retained fade after 24 hours (if not cast).
Material
Component: A piece
of string, and ink consisting of squid secretion with black dragon’s blood.
Focus: An ivory plaque of at least 50 gp
value.
Modify Memory
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4
Components: V, S
Casting
Time: 1 round; see
text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving
Throw: Will negates
Spell
Resistance: Yes
You reach
into the subject’s mind and modify as many as 5 minutes of its memories in one
of the following ways.
• Eliminate all memory of an event the
subject actually experienced. This spell cannot negate charm, geas/quest,
suggestion, or similar spells.
• Allow the subject to recall with
perfect clarity an event it actually experienced.
• Change the details of an event the
subject actually experienced.
• Implant a memory of an event the
subject never experienced.
Casting the
spell takes 1 round. If the subject fails to save, you proceed with the spell
by spending as much as 5 minutes (a period of time equal to the amount of
memory time you want to modify) visualizing the memory you wish to modify in
the subject. If your concentration is disturbed before the visualization is complete,
or if the subject is ever beyond the spell’s range during this time, the spell
is lost.
A modified
memory does not necessarily affect the subject’s actions, particularly if it
contradicts the creature’s natural inclinations. An illogical modified memory
is dismissed by the creature as a bad dream or a memory muddied by too much
wine.
Moment of Prescience
Divination
Level: Luck 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell
grants you a powerful sixth sense in relation to yourself. Once during the
spell’s duration, you may choose to use its effect. This spell grants you an
insight bonus equal to your caster level (maximum +25) on any single attack
roll, opposed ability or skill check, or saving throw. Alternatively, you can
apply the insight bonus to your AC against a single attack (even if
flatfooted). Activating the effect doesn’t take an action; you can even
activate it on another character’s turn if needed. You must choose to use the moment
of prescience before you make the roll it is to modify. Once used, the
spell ends.
You can’t
have more than one moment of prescience active on you at the same time.
Mount
Conjuration
(Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You summon a
light horse or a pony (your choice) to serve you as a mount. The steed serves
willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material
Component: A bit of
horse hair.
Move Earth
Transmutation
[Earth]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting
Time: See text
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square
and up to 10 ft. deep (S)
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Move
earth moves dirt
(clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting
dunes, and so forth.
However, in
no event can rock formations be collapsed or moved. The area to be affected
determines the casting time. For every 150-foot square (up to 10 feet deep),
casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours
and 10 minutes to move.
This spell
does not violently break the surface of the ground. Instead, it creates
wavelike crests and troughs, with the earth reacting with glacierlike fluidity
until the desired result is achieved. Trees, structures, rock formations, and
such are mostly unaffected except for changes in elevation and relative
topography.
The spell
cannot be used for tunneling and is generally too slow to trap or bury
creatures. Its primary use is for digging or filling moats or for adjusting
terrain contours before a battle.
This spell
has no effect on earth creatures.
Material
Component: A mixture
of soils (clay, loam, and sand) in a small bag, and an iron blade.
Music of the Spheres
Enchantment (Compulsion)
[Mind-Affecting]
Level: Bard 6, Music 9
Components: V, S, M, XP (Bards only)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: All those within range who can hear are fascinated, then
stunned.
Duration: See description.
Saving Throw: None
Spell Resistance: Yes
The caster produces an unearthly music that can fascinate all creatures that
can hear within the spells range. No save is allowed. Fascinated creature sits
quietly and listens to the song, taking no other actions. While fascinated, a
target takes a -4 penalty on skill checks made as reactions, such as Listen and
Spot checks.
Make a perform check with a musical perform skill and add caster level to
determine the maximum number of rounds the effect lasts. Ceasing to play or
sing, a standard action each round, will end the effects of the spell. If a
listener takes damage, is grappled or is hit with some other sort of attack,
the fascination ends, but the creature becomes stunned as described below.
After the music stops, the impact of the music lingers, leaving members of the
audience stunned. The length of stunning depends on the number of HD a creature
has:
6 or less: Stunned for 3d4 rounds
7 to 12: Stunned 2d4 rounds.
13 or more: Stunned for 1d4 rounds.
Material
Component: A musical
instrument (unless caster has perform ranks in singing).
XP Cost: A bard that casts this spell loses 200 XP