Neutralize Poison
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You detoxify
any sort of venom in the creature or object touched. A poisoned creature
suffers no additional effects from the poison, and any temporary effects are
ended, but the spell does not reverse instantaneous effects, such as hit point
damage, temporary ability damage, or effects that don’t go away on their own.
The creature
is immune to any poison it is exposed to during the duration of the spell.
Unlike with delay poison, such effects aren’t postponed until after the
duration —the creature need not make any saves against poison effects applied
to it during the length of the spell.
This spell
can instead neutralize the poison in a poisonous creature or object for the
duration of the spell, at the caster’s option.
Arcane
Material Component: A
bit of charcoal.
Nightmare
Illusion
(Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
You send a
hideous and unsettling phantasmal vision to a specific creature that you name
or otherwise specifically designate.
The nightmare
prevents restful sleep and causes 1d10 points of damage. The nightmare leaves
the subject fatigued and unable to regain arcane spells for the next 24 hours.
The
difficulty of the save depends on how well you know the subject and what sort
of physical connection (if any) you have to that creature.
Knowledge |
Will
Save Modifier |
None1 |
+10 |
Secondhand
(you have heard of the subject) |
+5 |
Firsthand
(you have met the subject) |
+0 |
Familiar
(you know the subject well) |
–5 |
1 You must
have some sort of connection to a creature you have no knowledge of. |
Connection |
Will
Save Modifier |
Likeness
or picture |
–2 |
Possession
or garment |
–4 |
Body part,
lock of hair, bit of nail, etc. |
–10 |
Dispel
evil cast on the
subject while you are casting the spell dispels the nightmare and causes
you to be stunned for 10 minutes per caster level of the dispel evil.
If the
recipient is awake when the spell begins, you can choose to cease casting
(ending the spell) or to enter a trance until the recipient goes to sleep,
whereupon you become alert again and complete the casting. If you are disturbed
during the trance, you must succeed on a Concentration check as if you were in
the midst of casting a spell or the spell ends.
If you
choose to enter a trance, you are not aware of your surroundings or the
activities around you while in the trance.
You are
defenseless, both physically and mentally, while in the trance. (You always
fail any saving throw, for example.)
Creatures who don’t sleep (such as elves, but not half-elves) or dream
are immune to this spell.
Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
The warded
creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance,
locate object, and detect spells. Nondetection also prevents
location by such magic items as crystal balls. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 +
the caster level of the spellcaster who cast nondetection. If you cast nondetection
on yourself or on an item currently in your possession, the DC is 15 + your
caster level.
If
cast on a creature, nondetection wards the creature’s gear as well as
the creature itself.
Material
Component: A pinch
of diamond dust worth 50 gp.