Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: No
Any opponent
attempting to strike or otherwise directly attack the warded creature, even
with a targeted spell, must attempt a Will save. If the save succeeds, the
opponent can attack normally and is unaffected by that casting of the spell. If
the save fails, the opponent can’t follow through with the attack, that part of
its action is lost, and it can’t directly attack the warded creature for the
duration of the spell. Those not attempting to attack the subject remain
unaffected. This spell does not prevent the warded creature from being attacked
or affected by area or effect spells. The subject cannot attack without
breaking the spell but may use nonattack spells or otherwise act.
Scare
Necromancy
[Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature per three
levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text
for cause fear
Saving
Throw: Will partial
Spell
Resistance: Yes
This spell
functions like cause fear, except that it causes all targeted creatures
of less than 6 HD to become frightened.
Material
Component: A bit of
bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
Scintillating Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Colorful lights in a 20-ft.-radius
spread
Duration: Concentration + 2 rounds
Saving
Throw: None
Spell
Resistance: Yes
A twisting
pattern of discordant, coruscating colors weaves through the air, affecting
creatures within it. The spell affects a total number of Hit Dice of creatures
equal to your caster level (maximum 20). Creatures with the fewest HD are
affected first; and, among creatures with equal HD, those who are closest to the
spell’s point of origin are affected first. Hit Dice that are not sufficient to
affect a creature are wasted. The spell affects each subject according to its
Hit Dice.
6 or
less: Unconscious
for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4
rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds, then confused
for 1d4 rounds.
13 or
more: Confused for
1d4 rounds.
Sightless
creatures are not affected by scintillating pattern.
Material
Component: A small
crystal prism.
Scorching Ray
Evocation
[Fire]
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You blast
your enemies with fiery rays. You may fire one ray, plus one additional ray for
every four levels beyond 3rd (to a maximum of three rays at 11th level). Each
ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may
be fired at the same or different targets, but all bolts must be aimed at
targets within 30 feet of each other and fired simultaneously.
Screen
Illusion
(Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving
Throw: None or Will
disbelief (if interacted with); see text
Spell
Resistance: No
This spell
combines several elements to create a powerful protection from scrying and
direct observation. When casting the spell, you dictate what will and will not
be observed in the spell’s area. The illusion created must be stated in general
terms. Once the conditions are set, they cannot be changed.
Attempts to
scry the area automatically detect the image stated by you with no save
allowed. Sight and sound are appropriate to the illusion created.
Direct
observation may allow a save (as per a normal illusion), if there is cause to
disbelieve what is seen. Even entering the area does not cancel the illusion or
necessarily allow a save, assuming that hidden beings take care to stay out of
the way of those affected by the illusion.
Scrying
Divination
(Scrying)
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting
Time: 1 hour
Range: See text
Effect Magical sensor
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
You can see
and hear some creature, which may be at any distance. If the subject succeeds
on a Will save, the scrying attempt simply fails. 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. Furthermore, if the subject is on another
plane, it gets a +5 bonus on its Will save.
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 |
If the save
fails, you can see and hear the subject and the subject’s immediate
surroundings (approximately 10 feet in all directions of the subject). If the
subject moves, the sensor follows at a speed of up to 150 feet.
As with all
divination (scrying) spells, the sensor has your full visual acuity, including
any magical effects. In addition, the following spells have a 5% chance per
caster level of operating through the sensor: detect chaos, detect
evil, detect good, detect law, detect magic, and message.
If the save
succeeds, you can’t attempt to scry on that subject again for at least 24
hours.
Arcane
Material Component: The
eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard,
Sorcerer, or Bard Focus: A
mirror of finely wrought and highly polished silver costing not less than 1,000
gp. The mirror must be at least 2 feet by 4 feet.
Cleric
Focus: A holy water
font costing not less than 100 gp.
Druid
Focus: A natural
pool of water.
Scrying, Greater
Divination
(Scrying)
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Duration: 1 hour/level
This spell
functions like scrying, except as noted above. Additionally, all of the
following spells function reliably through the sensor: detect chaos, detect
evil, detect good, detect law, detect magic, message,
read magic, and tongues.
Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two
of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You change
the sounds that creatures or objects make. You can create sounds where none
exist, deaden sounds, or transform sounds into other sounds. All affected
creatures or objects must be transmuted in the same way. Once the transmutation
is made, you cannot change it.
You can
change the qualities of sounds but cannot create words with which you are
unfamiliar yourself.
A
spellcaster whose voice is changed dramatically is unable to cast spells with
verbal components.
Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
Focusing
divine power like a ray of the sun, you project a blast of light from your open
palm. You must succeed on a ranged touch attack to strike your target. A
creature struck by this ray of light takes 1d8 points of damage per two caster
levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster
level (maximum 10d6), and an undead creature particularly vulnerable to bright
light takes 1d8 points of damage per caster level (maximum 10d8). A construct
or inanimate object takes only 1d6 points of damage per two caster levels
(maximum 5d6).
Secret Chest
Conjuration
(Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of
goods/caster level
Duration: Sixty days or until discharged
Saving
Throw: None
Spell
Resistance: No
You hide a
chest on the Ethereal Plane for as long as sixty days and can retrieve it at
will. The chest can contain up to 1 cubic foot of material per caster level
(regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2
feet). If any living creatures are in the chest, there is a 75% chance that the
spell simply fails. Once the chest is hidden, you can retrieve it by
concentrating (a standard action), and it appears next to you.
The chest
must be exceptionally well crafted and expensive, constructed for you by master
crafters. The cost of such a chest is never less than 5,000 gp. Once it is
constructed, you must make a tiny replica (of the same materials and perfect in
every detail), so that the miniature of the chest appears to be a perfect copy.
(The replica costs 50 gp.) You can have but one pair of these chests at any
given time—even a wish spell does not allow more. The chests are
nonmagical and can be fitted with locks, wards, and so on, just as any normal
chest can be.
To hide the
chest, you cast the spell while touching both the chest and the replica. The
chest vanishes into the Ethereal Plane. You need the replica to recall the
chest. After sixty days, there is a cumulative chance of 5% per day that the
chest is irretrievably lost. If the miniature of the chest is lost or
destroyed, there is no way, not even with a wish spell, that the large
chest can be summoned back, although an extraplanar expedition might be mounted
to find it.
Living
things in the chest eat, sleep, and age normally, and they die if they run out
of food, air, water, or whatever they need to survive.
Focus: The chest and its replica.
Secret Page
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in
size
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
Secret
page alters the contents of a page so that they appear to be something
entirely different. The text of a spell can be changed to show even another
spell. Explosive runes or sepia snake sigil can be cast upon the secret
page.
A comprehend
languages spell alone cannot reveal a secret page’s contents. You
are able to reveal the original contents by speaking a special word. You can
then peruse the actual page, and return it to its secret page form at
will. You can also remove the spell by double repetition of the special word. A
detect magic spell reveals dim magic on the page in question but does
not reveal its true contents. True seeing reveals the presence of the
hidden material but does not reveal the contents unless cast in combination
with comprehend languages. A secret page spell can be dispelled,
and the hidden writings can be destroyed by means of an erase spell.
Material
Component: Powdered
herring scales and will-o’-wisp essence.
Secure Shelter
Conjuration
(Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F; see text
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You conjure
a sturdy cottage or lodge made of material that is common in the area where the
spell is cast. The floor is level, clean, and dry. In all respects the lodging
resembles a normal cottage, with a sturdy door, two shuttered windows, and a
small fireplace.
The shelter
has no heating or cooling source (other than natural insulation qualities).
Therefore, it must be heated as a normal dwelling, and extreme heat adversely
affects it and its occupants. The dwelling does, however, provide considerable
security otherwise—it is as strong as a normal stone building, regardless of
its material composition. The dwelling resists flames and fire as if it were
stone. It is impervious to normal missiles (but not the sort cast by siege
engines or giants).
The door,
shutters, and even chimney are secure against intrusion, the former two being arcane
locked and the latter secured by an iron grate at the top and a narrow
flue. In addition, these three areas are protected by an alarm spell.
Finally, an unseen servant is conjured to provide service to you for the
duration of the shelter.
The secure
shelter contains rude furnishings —eight bunks, a trestle table, eight
stools, and a writing desk.
Material
Component: A square
chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and
several splinters of wood. These must be augmented by the components of the unseen
servant spell (string and a bit of wood) if this benefit is to be included.
Focus: The focus of the alarm spell
(silver wire and a tiny bell) if this benefit is to be included.
See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can see
any objects or beings that are invisible within your range of vision, as well
as any that are ethereal, as if they were normally visible. Such creatures are
visible to you as translucent shapes, allowing you easily to discern the
difference between visible, invisible, and ethereal creatures.
The spell
does not reveal the method used to obtain invisibility. It does not reveal
illusions or enable you to see through opaque objects. It does not reveal
creatures who are simply hiding, concealed, or otherwise hard to see.
See
invisibility can be
made permanent with a permanency spell.
Material
Component: A pinch
of talc and a small sprinkling of powdered silver.
Seeming
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per two levels, no two
of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving
Throw: Will negates
or Will disbelief (if interacted with)
Spell
Resistance: Yes or
No; see text
This spell
functions like disguise self, except that you can change the appearance
of other people as well. Affected creatures resume their normal appearances if
slain.
Unwilling
targets can negate the spell’s effect on them by making Will saves or with
spell resistance.
Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving
Throw: None
Spell
Resistance: No
You contact
a particular creature with which you are familiar and send a short message of
twenty-five words or less to the subject. The subject recognizes you if it
knows you. It can answer in like manner immediately. A creature with an
Intelligence score as low as 1 can understand the sending, though the
subject’s ability to react is limited as normal by its Intelligence score. Even
if the sending is received, the subject is not obligated to act upon it
in any manner.
If the
creature in question is not on the same plane of existence as you are, there is
a 5% chance that the sending does not arrive. (Local conditions on other
planes may worsen this chance considerably.)
Arcane
Material Component: A
short piece of fine copper wire.
Sepia Snake Sigil
Conjuration
(Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until
released or 1d4 days + one day/level; see text
Saving
Throw: Reflex
negates
Spell
Resistance: No
When you
cast sepia snake sigil, a small symbol appears in the text of one
written work such as a book, scroll, or map. The text containing the symbol
must be at least twenty-five words long. When anyone reads the text containing
the symbol, the sepia snake springs into being and strikes the reader,
provided there is line of effect between the symbol and the reader.
Simply
seeing the enspelled text is not sufficient to trigger the spell; the subject
must deliberately read it. The target is entitled to a save to evade the
snake’s strike. If it succeeds, the sepia snake dissipates in a flash of
brown light accompanied by a puff of dun-colored smoke and a loud noise. If the
target fails its save, it is engulfed in a shimmering amber field of force and
immobilized until released, either at your command or when 1d4 days + one day
per caster level have elapsed.
While trapped
in the amber field of force, the subject does not age, breathe, grow hungry,
sleep, or regain spells. It is preserved in a state of suspended animation,
unaware of its surroundings. It can be damaged by outside forces (and perhaps
even killed), since the field provides no protection against physical injury.
However, a dying subject does not lose hit points or become stable until the
spell ends.
The hidden
sigil cannot be detected by normal observation, and detect magic reveals
only that the entire text is magical.
A dispel
magic can remove the sigil. An erase spell destroys the entire page
of text.
Sepia
snake sigil can be
cast in combination with other spells that hide or garble text, such as secret
page.
Material
Component: 500 gp
worth of powdered amber, a scale from any snake, and a pinch of mushroom
spores.
Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: One willing creature or object (up
to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving
Throw: None or Will
negates (object)
Spell
Resistance: No or
Yes (object)
When cast,
this spell not only prevents divination spells from working to detect or locate
the creature or object affected by sequester, it also renders the
affected creature or object invisible to any form of sight or seeing (as the invisibility
spell). The spell does not prevent the subject from being discovered
through tactile means or through the use of devices. Creatures affected by sequester
become comatose and are effectively in a state of suspended animation until
the spell wears off or is dispelled.
Note: The Will save prevents an attended or
magical object from being sequestered. There is no save to see the sequestered
creature or object or to detect it with a divination spell.
Material
Component: A
basilisk eyelash, gum arabic, and a dram of whitewash.
Shades
Illusion
(Shadow)
Level: Sor/Wiz 9
This spell
functions like shadow conjuration, except that it mimics sorcerer and
wizard conjuration spells of 8th level or lower. The illusory conjurations
created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects
are 80% likely to work against nonbelievers.
Shadow Conjuration
Illusion
(Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: See text
Effect: See text
Duration: See text
Saving
Throw: Will
disbelief (if interacted with); varies; see text
Spell
Resistance: Yes; see
text
You use
material from the Plane of Shadow to shape quasi-real illusions of one or more creatures,
objects, or forces. Shadow conjuration can mimic any sorcerer or wizard
conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow
conjurations are
actually one-fifth (20%) as strong as the real things, though creatures who
believe the shadow conjurations to be real are affected by them at full
strength.
Any creature
that interacts with the conjured object, force, or creature can make a Will
save to recognize its true nature.
Spells that
deal damage have normal effects unless the affected creature succeeds on a Will
save. Each disbelieving creature takes only one-fifth (20%) damage from the
attack. If the disbelieved attack has a special effect other than damage, that
effect is only 20% likely to occur. Regardless of the result of the save to
disbelieve, an affected creature is also allowed any save that the spell being
simulated allows, but the save DC is set according to shadow conjuration’s
level (4th) rather than the spell’s normal level. In addition, any effect created
by shadow conjuration allows spell resistance, even if the spell it is
simulating does not. Shadow objects or substances have normal effects except
against those who disbelieve them.
Against
disbelievers, they are 20% likely to work.
A shadow
creature has one-fifth the hit points of a normal creature of its kind
(regardless of whether it’s recognized as shadowy). It deals normal damage and
has all normal abilities and weaknesses. Against a creature that recognizes it
as a shadow creature, however, the shadow creature’s damage is one-fifth (20%)
normal, and all special abilities that do not deal lethal damage are only 20%
likely to work. (Roll for each use and each affected character separately.)
Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature
that succeeds on its save sees the shadow conjurations as transparent
images superimposed on vague, shadowy forms.
Objects
automatically succeed on their Will saves against this spell.
Shadow Conjuration, Greater
Illusion
(Shadow)
Level: Sor/Wiz 7
This spell
functions like shadow conjuration, except that it can duplicate any
sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of
6th level or lower. The illusory conjurations created deal three-fifths (60%)
damage to nonbelievers, and nondamaging effects are 60% likely to work against
nonbelievers.
Shadow Evocation
Illusion
(Shadow)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: See text
Effect: See text
Duration: See text
Saving Throw:
Will disbelief (if
interacted with)
Spell
Resistance: Yes
You tap
energy from the Plane of Shadow to cast a quasi-real, illusory version of a
sorcerer or wizard evocation spell of 4th level or lower. (For a spell with
more than one level, use the best one applicable to you.)
Spells that
deal damage have normal effects unless an affected creature succeeds on a Will
save. Each disbelieving creature takes only one-fifth damage from the attack.
If the disbelieved attack has a special effect other than damage, that effect
is one-fifth as strong (if applicable) or only 20% likely to occur. If
recognized as a shadow evocation, a damaging spell deals only one-fifth
(20%) damage. Regardless of the result of the save to disbelieve, an affected
creature is also allowed any save (or spell resistance) that the spell being
simulated allows, but the save DC is set according to shadow evocation’s
level (5th) rather than the spell’s normal level.
Nondamaging
effects have normal effects except against those who disbelieve them. Against
disbelievers, they have no effect.
Objects
automatically succeed on their Will saves against this spell.
Shadow Evocation, Greater
Illusion
(Shadow)
Level: Sor/Wiz 8
This spell
functions like shadow evocation, except that it enables you to create
partially real, illusory versions of sorcerer or wizard evocation spells of 7th
level or lower. If recognized as a greater shadow evocation, a damaging
spell deals only three-fifths (60%) damage.
Shadow Walk
Illusion
(Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
To use the shadow
walk spell, you must be in an area of shadowy illumination. You and any
creature you touch are then transported along a coiling path of shadowstuff to
the edge of the Material Plane where it borders the Plane of Shadow. The effect
is largely illusory, but the path is quasi-real. You can take more than one creature
along with you (subject to your level limit), but all must be touching each
other.
In the
region of shadow, you move at a rate of 50 miles per hour, moving normally on
the borders of the Plane of Shadow but much more rapidly relative to the
Material Plane. Thus, you can use this spell to travel rapidly by stepping onto
the Plane of Shadow, moving the desired distance, and then stepping back onto
the Material Plane.
Because of
the blurring of reality between the Plane of Shadow and the Material Plane, you
can’t make out details of the terrain or areas you pass over during transit,
nor can you predict perfectly where your travel will end. It’s impossible to
judge distances accurately, making the spell virtually useless for scouting or
spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet
in a random horizontal direction from your desired endpoint. If this would
place you within a solid object, you are shunted 1d10x1,000 feet in the same
direction. If this would still place you within a solid object, you (and any
creatures with you) are shunted to the nearest empty space available, but the
strain of this activity renders each creature fatigued (no save).
Shadow
walk can also be
used to travel to other planes that border on the Plane of Shadow, but this
usage requires the transit of the Plane of Shadow to arrive at a border with
another plane of reality. The transit of the Plane of Shadow requires 1d4
hours.
Any
creatures touched by you when shadow walk is cast also make the
transition to the borders of the Plane of Shadow.
They may opt
to follow you, wander off through the plane, or stumble back into the Material
Plane (50% chance for either of the latter results if they are lost or
abandoned by you). Creatures unwilling to accompany you into the Plane of
Shadow receive a Will saving throw, negating the effect if successful.
Shambler
Conjuration
(Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no
two of which can be more than 30 ft. apart; see text
Duration: Seven days or seven months (D); see
text
Saving
Throw: None
Spell
Resistance: No
The shambler
spell creates 1d4+2 shambling mounds with 11 HD each. The creatures
willingly aid you in combat or battle, perform a specific mission, or serve as
bodyguards. The creatures remain with you for seven days unless you dismiss
them. If the shamblers are created only for guard duty, however, the duration
of the spell is seven months. In this case, the shamblers can only be ordered
to guard a specific site or location. Shamblers summoned to guard duty cannot
move outside the spell’s range, which is measured from the point where each
first appeared.
The
shamblers have resistance to fire as normal shambling mounds do only if the
terrain is rainy, marshy, or damp.
Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level (D)
This spell functions
like polymorph, except that it enables you to assume the form of any
single nonunique creature (of any type) from Fine to Colossal size. The assumed
form cannot have more than your caster level in Hit Dice (to a maximum of 25
HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to
be assumed.
You gain all
extraordinary and supernatural abilities (both attacks and qualities) of the
assumed form, but you lose your own supernatural abilities. You also gain the
type of the new form in place of your own. The new form does not disorient you.
Parts of your body or pieces of equipment that are separated from you do not
revert to their original forms.
You can
become just about anything you are familiar with. You can change form once each
round as a free action. The change takes place either immediately before your
regular action or immediately after it, but not during the action. If you use
this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than
1,500 gp, which you must place on your head when casting the spell. (The focus
melds into your new form when you change shape.)
Shatter
Evocation
[Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction
2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area or
Target: 5-ft.-radius
spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving
Throw: Will negates
(object); Will negates (object) or Fortitude half; see text
Spell
Resistance: Yes
(object)
Shatter creates a loud, ringing noise that
breaks brittle, nonmagical objects; sunders a single solid, nonmagical object;
or damages a crystalline creature.
Used as an
area attack, shatter destroys nonmagical objects of crystal, glass,
ceramic, or porcelain. All such objects within a 5-foot radius of the point of
origin are smashed into dozens of pieces by the spell. Objects weighing more
than 1 pound per your level are not affected, but all other objects of the
appropriate composition are shattered.
Alternatively,
you can target shatter against a single solid object, regardless of
composition, weighing up to 10 pounds per caster level. Targeted against a
crystalline creature (of any weight), shatter deals 1d6 points of sonic
damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane
Material Component: A
chip of mica.
Shield
Abjuration
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower
shield-sized mobile disk of force that hovers in front of you. It negates magic
missile attacks directed at you. The disk also provides a +4 shield bonus
to AC. This bonus applies against incorporeal touch attacks, since it is a
force effect. The shield has no armor check penalty or arcane spell
failure chance. Unlike with a normal tower shield, you can’t use the shield spell
for cover.
Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
creates a shimmering, magical field around the touched creature that averts
attacks. The spell grants the subject a +2 deflection bonus to AC, with an
additional +1 to the bonus for every six levels you have (maximum +5 deflection
bonus at 18th level).
Material
Component: A small
parchment with a bit of holy text written upon it.
Shield of Law
Abjuration
[Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting
Time: 1 standard
action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving
Throw: See text
Spell
Resistance: Yes
(harmless)
A dim, blue
glow surrounds the subjects, protecting them from attacks, granting them
resistance to spells cast by chaotic creatures, and slowing chaotic
creatures when they strike the subjects. This abjuration has four effects.
First, each
warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on
saves. Unlike protection from chaos, this benefit applies against all
attacks, not just against attacks by chaotic creatures.
Second, a
warded creature gains spell resistance 25 against chaotic spells and spells
cast by chaotic creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
chaos does.
Finally, if
a chaotic creature succeeds on a melee attack against a warded creature, the
attacker is slowed (Will save negates, as the slow spell, but
against shield of law’s save DC).
Focus: A tiny reliquary containing some
sacred relic, such as a scrap of parchment from a lawful text. The reliquary
costs at least 500 gp.
Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
wards the subject and creates a mystic connection between you and the subject
so that some of its wounds are transferred to you. The subject gains a +1
deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the
subject takes only half damage from all wounds and attacks (including that
dealt by special abilities) that deal hit point damage. The amount of damage
not taken by the warded creature is taken by you. Forms of harm that do not
involve hit points, such as charm effects, temporary ability damage, level
draining, and death effects, are not affected. If the subject suffers a
reduction of hit points from a lowered Constitution score, the reduction is not
split with you because it is not hit point damage. When the spell ends,
subsequent damage is no longer divided between the subject and you, but damage
already split is not reassigned to the subject.
If you and
the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at
least 50 gp each) worn by both you and the warded creature.
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: One touched nonmagical oak club or
quarterstaff
Duration: 1 min./level
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Your own
nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on
attack and damage rolls. (A quarterstaff gains this enhancement for both ends
of the weapon.) It deals damage as if it were two size categories larger (a
Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium
2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur
when the weapon is wielded by you. If you do not wield it, the weapon behaves
as if unaffected by this spell.
Shocking Grasp
Evocation
[Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
Your
successful melee touch attack deals 1d6 points of electricity damage per caster
level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack
rolls if the opponent is wearing metal armor (or made out of metal, carrying a
lot of metal, or the like).
Shout
Evocation
[Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: Fortitude
partial or Reflex negates (object); see text
Spell
Resistance: Yes
(object)
You emit an
ear-splitting yell that deafens and damages creatures in its path. Any creature
within the area is deafened for 2d6 rounds and takes 5d6 points of sonic
damage. A successful save negates the deafness and reduces the damage by half.
Any exposed brittle or crystalline object or crystalline creature takes 1d6
points of sonic damage per caster level (maximum 15d6). An affected creature is
allowed a Fortitude save to reduce the damage by half, and a creature holding
fragile objects can negate damage to them with a successful Reflex save.
A shout spell
cannot penetrate a silence spell.
Shout, Greater
Evocation
[Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving
Throw: Fortitude
partial or Reflex negates (object); see text
This spell
functions like shout, except that the cone deals 10d6 points of sonic
damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against
exposed brittle or crystalline objects or crystalline creatures). It also
causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A
creature in the area of the cone can negate the stunning and halve both the
damage and the duration of the deafness with a successful Fortitude save. A
creature holding vulnerable objects can attempt a Reflex save to negate the
damage to those objects.
Arcane
Focus: A small metal
or ivory horn.
Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: One touched object of up to 2 cu.
ft./level
Duration: One day/level; see text
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You are able
to shrink one nonmagical item (if it is within the size limit) to 1/16 of its
normal size in each dimension (to about 1/4,000 the original volume and mass). This
change effectively reduces the object’s size by four categories. Optionally,
you can also change its now shrunken composition to a clothlike one. Objects
changed by a shrink item spell can be returned to normal composition and
size merely by tossing them onto any solid surface or by a word of command from
the original caster. Even a burning fire and its fuel can be shrunk by this
spell. Restoring the shrunken object to its normal size and composition ends
the spell.
Shrink
item can be made
permanent with a permanency spell, in which case the affected object can
be shrunk and expanded an indefinite number of times, but only by the original
caster.
Silence
Illusion
(Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on
a creature, object, or point in space
Duration: 1 min./level (D)
Saving
Throw: Will negates;
see text or none (object)
Spell
Resistance: Yes; see
text or no (object)
Upon the
casting of this spell, complete silence prevails in the affected area. All
sound is stopped: Conversation is impossible, spells with verbal components
cannot be cast, and no noise whatsoever issues from, enters, or passes through
the area. The spell can be cast on a point in space, but the effect is
stationary unless cast on a mobile object. The spell can be centered on a
creature, and the effect then radiates from the creature and moves as it moves.
An unwilling creature can attempt a Will save to negate the spell and can use
spell resistance, if any. Items in a creature’s possession or magic items that
emit sound receive the benefits of saves and spell resistance, but unattended
objects and points in space do not. This spell provides a defense against sonic
or language-based attacks.
Silent Image
Illusion
(Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend
beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
This spell
creates the visual illusion of an object, creature, or force, as visualized by
you. The illusion does not create sound, smell, texture, or temperature. You
can move the image within the limits of the size of the effect.
Focus: A bit of fleece.
Simulacrum
Illusion
(Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting
Time: 12 hours
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Simulacrum
creates an illusory
duplicate of any creature. The duplicate creature is partially real and formed
from ice or snow. It appears to be the same as the original, but it has only
one-half of the real creature’s levels or Hit Dice (and the appropriate hit
points, feats, skill ranks, and special abilities for a creature of that level
or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels
exceed twice your caster level. You must make a Disguise check when you cast
the spell to determine how good the likeness is. A creature familiar with the
original might detect the ruse with a successful Spot check (opposed by the
caster’s Disguise check) or a DC 20 Sense Motive check.
At all times
the simulacrum remains under your absolute command. No special telepathic link
exists, so command must be exercised in some other manner. A simulacrum has no
ability to become more powerful. It cannot increase its level or abilities. If
reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts
instantly into nothingness. A complex process requiring at least 24 hours, 100
gp per hit point, and a fully equipped magical laboratory can repair damage to
a simulacrum.
Material
Component: The spell
is cast over the rough snow or ice form, and some piece of the creature to be
duplicated (hair, nail, or the like) must be placed inside the snow or ice.
Additionally, the spell requires powdered ruby worth 100 gp per HD of the
simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be
created (minimum 1,000 XP).
Skill
Enchantment (Compulsion) [Mind-Affecting]
Level: Prosperity 8, Sor/Wiz 7
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The recipient can take 20 on all checks with one skill chosen by the caster,
even when they would normally not be allowed to take 20 due to distraction,
time, etc.
Material Component: A wreath of laurels.
Slay Living
Necromancy
[Death]
Level: Clr 5, Death 5
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
You can slay
any one living creature. You must succeed on a melee touch attack to touch the
subject, and it can avoid death with a successful Fortitude save. If it
succeeds, it instead takes 3d6 points of damage +1 point per caster level.
Sleep
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within
a 10-ft.-radius burst
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
A sleep spell
causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with
the fewest HD are affected first.
Among
creatures with equal HD, those who are closest to the spell’s point of origin
are affected first. Hit Dice that are not sufficient to affect a creature are
wasted.
Sleeping
creatures are helpless. Slapping or wounding awakens an affected creature, but
normal noise does not. Awakening a creature is a standard action (an
application of the aid another action).
Sleep does not target unconscious
creatures, constructs, or undead creatures.
Material
Component: A pinch
of fine sand, rose petals, or a live cricket.
Sleet Storm
Conjuration
(Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft.
high)
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Driving
sleet blocks all sight (even darkvision) within it and causes the ground in the
area to be icy. A creature can walk within or through the area of sleet at half
normal speed with a DC 10 Balance check. Failure means it can’t move in that
round, while failure by 5 or more means it falls (see the Balance skill for
details).
The sleet
extinguishes torches and small fires.
Arcane
Material Component: A
pinch of dust and a few drops of water.
Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
An affected
creature moves and attacks at a drastically slowed rate. A slowed creature
can take only a single move action or standard action each turn, but not both
(nor may it take full-round actions). Additionally, it takes a –1 penalty on
attack rolls, AC, and Reflex saves. A slowed creature moves at half its
normal speed (round down to the next 5-foot increment), which affects the
creature’s jumping distance as normal for decreased speed.
Multiple slow
effects don’t stack. Slow counters and dispels haste.
Material
Component: A drop of
molasses.
Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine,
rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving
Throw: None
Spell
Resistance: No
This spell
enables you to make a snare that functions as a magic trap. The snare can be
made from any supple vine, a thong, or a rope. When you cast snare upon
it, the cordlike object blends with its surroundings (Search DC 23 for a
character with the trapfinding ability to locate). One end of the snare is tied
in a loop that contracts around one or more of the limbs of any creature
stepping inside the circle.
If a strong
and supple tree is nearby, the snare can be fastened to it. The spell causes
the tree to bend and then straighten when the loop is triggered, dealing 1d6
points of damage to the creature trapped and lifting it off the ground by the
trapped limb or limbs. If no such tree is available, the cordlike object
tightens around the creature, dealing no damage but causing it to be entangled.
The snare is
magical. To escape, a trapped creature must make a DC 23 Escape Artist check or
a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5
hit points. A successful escape from the snare breaks the loop and ends the
spell.
Soften Earth and Stone
Transmutation
[Earth]
Level: Drd 2, Earth 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
When this
spell is cast, all natural, undressed earth or stone in the spell’s area is
softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt,
and stone becomes soft clay that is easily molded or chopped. You affect a
10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or
resilience of the ground at that spot. Magical, enchanted, dressed, or worked
stone cannot be affected. Earth or stone creatures are not affected.
A creature
in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to
move, attack, or cast spells. A creature that succeeds on its save can move
through the mud at half speed, and it can’t run or charge.
Loose dirt
is not as troublesome as mud, but all creatures in the area can move at only
half their normal speed and can’t run or charge over the surface.
Stone
softened into clay does not hinder movement, but it does allow characters to
cut, shape, or excavate areas they may not have been able to affect before.
While soften
earth and stone does not affect dressed or worked stone, cavern ceilings or
vertical surfaces such as cliff faces can be affected. Usually, this causes a
moderate collapse or landslide as the loosened material peels away from the
face of the wall or roof and falls.
A moderate
amount of structural damage can be dealt to a manufactured structure by
softening the ground beneath it, causing it to settle. However, most well-built
structures will only be damaged by this spell, not destroyed.
Solid Fog
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell
Resistance: No
This spell
functions like fog cloud, but in addition to obscuring sight, the solid
fog is so thick that any creature attempting to move through it progresses
at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty
on all melee attack and melee damage rolls. The vapors prevent effective ranged
weapon attacks (except for magic rays and the like). A creature or object that
falls into solid fog is slowed, so that each 10 feet of vapor that it
passes through reduces falling damage by 1d6. A creature can’t take a 5-foot
step while in solid fog.
However,
unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it
does so in 1 round.
Solid fog
can be made permanent
with a permanency spell. A permanent solid fog dispersed by wind
reforms in 10 minutes.
Material
Component: A pinch
of dried, powdered peas combined with powdered animal hoof.
Song of Discord
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 20-ft.-radius
spread
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
causes those within the area to turn on each other rather than attack their
foes. Each affected creature has a 50% chance to attack the nearest target each
round. (Roll to determine each creature’s behavior every round at the beginning
of its turn.) A creature that does not attack its nearest neighbor is free to
act normally for that round.
Creatures
forced by a song of discord to attack their fellows employ all methods
at their disposal, choosing their deadliest spells and most advantageous combat
tactics. They do not, however, harm targets that have fallen unconscious.
Song of Peace
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Music 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 20-ft.-radius spread
Duration: 1 minute/level (see description)
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes those within the area to not attack, including casting spells
that cause damage. They can perform any other action, but none that might cause
damage to another. However, if the caster or any of his apparent allies attacks
any of the spells recipients, the spell immediately ends.
Sophia’s Touch
Transmutation
Level: Wisdom 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You become wiser. You receive a +2 divine bonus to Wisdom, adding the usual
benefit to Wisdom-related skills. You do not gain any additional bonus spells
for the increased Wisdom, but the save DC's for your spells increase.
Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving
Throw: Will negates
Spell
Resistance: No
You draw the
soul from a newly dead body and imprison it in a black sapphire gem. The
subject must have been dead no more than 1 round per caster level. The soul,
once trapped in the gem, cannot be returned through clone, raise dead,
reincarnation, resurrection, true resurrection, or even a miracle or
a wish. Only by destroying the gem or dispelling the spell on the gem can
one free the soul (which is then still dead).
Focus: A black sapphire of at least 1,000 gp
value for every Hit Die possessed by the creature whose soul is to be bound. If
the gem is not valuable enough, it shatters when the binding is attempted.
(While creatures have no concept of level or Hit Dice as such, the value of the
gem needed to trap an individual can be researched. Remember that this value
can change over time as creatures gain more Hit Dice.)
Sound Burst
Evocation
[Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
You blast an
area with a tremendous cacophony. Every creature in the area takes 1d8 points
of sonic damage and must succeed on a Fortitude save to avoid being stunned for
1 round.
Creatures
that cannot hear are not stunned but are still damaged.
Arcane
Focus: A musical
instrument.
Speak with Animals
Divination
Level: Brd 3, Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
You can
comprehend and communicate with animals. You are able to ask questions of and
receive answers from animals, although the spell doesn’t make them any more
friendly or cooperative than normal. Furthermore, wary and cunning animals are
likely to be terse and evasive, while the more stupid ones make inane comments.
If an animal is friendly toward you, it may do some favor or service for you.
Speak with Dead
Necromancy
[Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting
Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving
Throw: Will negates;
see text
Spell
Resistance: No
You grant the
semblance of life and intellect to a corpse, allowing it to answer several
questions that you put to it. You may ask one question per two caster levels.
Unasked questions are wasted if the duration expires. The corpse’s knowledge is
limited to what the creature knew during life, including the languages it spoke
(if any). Answers are usually brief, cryptic, or repetitive. If the creature’s
alignment was different from yours, the corpse gets a Will save to resist the
spell as if it were alive.
If the
corpse has been subject to speak with dead within the past week, the new
spell fails. You can cast this spell on a corpse that has been deceased for any
amount of time, but the body must be mostly intact to be able to respond. A
damaged corpse may be able to give partial answers or partially correct
answers, but it must at least have a mouth in order to speak at all.
This spell
does not let you actually speak to the person (whose soul has departed). It
instead draws on the imprinted knowledge stored in the corpse. The partially
animated body retains the imprint of the soul that once inhabited it, and thus
it can speak with all the knowledge that the creature had while alive. The
corpse, however, cannot learn new information.
Indeed, it
can’t even remember being questioned.
This spell
does not affect a corpse that has been turned into an undead creature.
Speak with Plants
Divination
Level: Brd 4, Drd 3, Rgr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
You can
comprehend and communicate with plants, including both normal plants and plant
creatures. You are able to ask questions of and receive answers from plants. A
regular plant’s sense of its surroundings is limited, so it won’t be able to
give (or recognize) detailed descriptions of creatures or answer questions
about events outside its immediate vicinity.
The spell
doesn’t make plant creatures any more friendly or cooperative than normal.
Furthermore, wary and cunning plant creatures are likely to be terse and
evasive, while the more stupid ones may make inane comments. If a plant
creature is friendly toward you, it may do some favor or service for you.
Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
A ghostly,
glowing hand shaped from your life force materializes and moves as you desire,
allowing you to deliver low-level, touch range spells at a distance. On casting
the spell, you lose 1d4 hit points that return when the spell ends (even if it
is dispelled), but not if the hand is destroyed. (The hit points can be healed
as normal.) For as long as the spell lasts, any touch range spell of 4th level
or lower that you cast can be delivered by the spectral hand. The spell
gives you a +2 bonus on your melee touch attack roll, and attacking with the
hand counts normally as an attack. The hand always strikes from your direction.
The hand cannot flank targets like a creature can. After it delivers a spell,
or if the hand goes beyond the spell range, goes out of your sight, the hand
returns to you and hovers.
The hand is
incorporeal and thus cannot be harmed by normal weapons. It has improved evasion
(half damage on a failed Reflex save and no damage on a successful save), your
save bonuses, and an AC of at least 22. Your Intelligence modifier applies to
the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4
hit points, the same number that you lost in creating it.
Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The warded
creature is immune to the effects of one specified spell for every four levels
you have. The spells must be of 4th level or lower. The warded creature
effectively has unbeatable spell resistance regarding the specified spell or
spells. Naturally, that immunity doesn’t protect a creature from spells for
which spell resistance doesn’t apply. Spell immunity protects against
spells, spell-like effects of magic items, and innate spell-like abilities of
creatures. It does not protect against supernatural or extraordinary abilities,
such as breath weapons or gaze attacks.
Only a
particular spell can be protected against, not a certain domain or school of
spells or a group of spells that are similar in effect.
A creature
can have only one spell immunity or greater spell immunity spell
in effect on it at a time.
Spell Immunity, Greater
Abjuration
Level: Clr 8
This spell
functions like spell immunity, except the immunity applies to spells of
8th level or lower.
A creature
can have only one spell immunity or greater spell immunity spell
in effect on it at a time.
Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The creature
gains spell resistance equal to 12 + your caster level.
Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting
Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You store
one spell that you can normally cast in a wooden quarterstaff. Only one such
spell can be stored in a staff at a given time, and you cannot have more than
one spellstaff at any given time. You can cast a spell stored within a
staff just as though it were among those you had prepared, but it does not
count against your normal allotment for a given day. You use up any applicable
material components required to cast the spell when you store it in the spellstaff.
Focus: The staff that stores the spell.
Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and
spell-like effects targeted on you are turned back upon the original caster.
The abjuration turns only spells that have you as a target. Effect and area
spells are not affected. Spell turning also fails to stop touch range
spells.
From seven
to ten (1d4+6) spell levels are affected by the turning. The exact number is
rolled secretly.
When you are
targeted by a spell of higher level than the amount of spell turning you have
left, that spell is partially turned. The subtract the amount of spell turning
left from the spell level of the incoming spell, then divide the result by the
spell level of the incoming spell to see what fraction of the effect gets
through. For damaging spells, you and the caster each take a fraction of the
damage. For nondamaging spells, each of you has a proportional chance to be
affected.
If you and a
spellcasting attacker are both warded by spell turning effects in
operation, a resonating field is created.
Roll
randomly to determine the result.
d% |
Effect |
01–70 |
Spell
drains away without effect. |
71–80 |
Spell affects both of you equally at full effect. |
81–97 |
Both
turning effects are rendered nonfunctional for 1d4 minutes. |
98–100 |
Both of
you go through a rift into another plane. |
Arcane
Material Component: A
small silver mirror.
Spider Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
can climb and travel on vertical surfaces or even traverse ceilings as well as
a spider does. The affected creature must have its hands free to climb in this
manner. The subject gains a climb speed of 20 feet; furthermore, it need not
make Climb checks to traverse a vertical or horizontal surface (even upside
down). A spider climbing creature retains its Dexterity bonus to Armor
Class (if any) while climbing, and opponents get no special bonus to their
attacks against it. It cannot, however, use the run action while climbing.
Material
Component: A drop of
bitumen and a live spider, both of which must be eaten by the subject.
Spike Growth
Transmutation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving
Throw: Reflex
partial
Spell
Resistance: Yes
Any
ground-covering vegetation in the spell’s area becomes very hard and sharply
pointed without changing its appearance.
In areas of
bare earth, roots and rootlets act in the same way. Typically, spike growth can
be cast in any outdoor setting except open water, ice, heavy snow, sandy
desert, or bare stone. Any creature moving on foot into or through the spell’s
area takes 1d4 points of piercing damage for each 5 feet of movement through
the spiked area.
Any creature
that takes damage from this spell must also succeed on a Reflex save or suffer
injuries to its feet and legs that slow its land speed by one-half. This speed
penalty lasts for 24 hours or until the injured creature receives a cure spell
(which also restores lost hit points). Another character can remove the penalty
by taking 10 minutes to dress the injuries and succeeding on a Heal check
against the spell’s save DC.
Spike
growth can’t be
disabled with the Disable Device skill.
Note: Magic traps such as spike growth are
hard to detect. A rogue (only) can use the Search skill to find a spike
growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC
27 for spike growth cast by a ranger).
Spike Stones
Transmutation
[Earth]
Level: Drd 4, Earth 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving
Throw: Reflex
partial
Spell
Resistance: Yes
Rocky
ground, stone floors, and similar surfaces shape themselves into long, sharp
points that blend into the background.
Spike
stones impede
progress through an area and deal damage. Any creature moving on foot into or
through the spell’s area moves at half speed.
In addition,
each creature moving through the area takes 1d8 points of piercing damage for
each 5 feet of movement through the spiked area.
Any creature
that takes damage from this spell must also succeed on a Reflex save to avoid
injuries to its feet and legs. A failed save causes the creature’s speed to be
reduced to half normal for 24 hours or until the injured creature receives a cure
spell (which also restores lost hit points). Another character can remove
the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal
check against the spell’s save DC.
Spike
stones is a magic
trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are
hard to detect. A rogue (only) can use the Search skill to find spike stones.
The DC is 25 + spell level, or DC 29 for spike stones.
Spiritual Weapon
Evocation
[Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: Yes
A weapon
made of pure force springs into existence and attacks opponents at a distance,
as you direct it, dealing 1d8 force damage per hit, +1 point per three caster
levels (maximum +5 at 15th level). The weapon takes the shape of a weapon
favored by your deity or a weapon with some spiritual significance or symbolism
to you (see below) and has the same threat range and critical multipliers as a
real weapon of its form. It strikes the opponent you designate, starting with
one attack in the round the spell is cast and continuing each round thereafter
on your turn. It uses your base attack bonus (possibly allowing it multiple
attacks per round in subsequent rounds) plus your Wisdom modifier as its attack
bonus. It strikes as a spell, not as a weapon, so, for example, it can damage
creatures that have damage reduction. As a force effect, it can strike incorporeal
creatures without the normal miss chance associated with incorporeality. The
weapon always strikes from your direction. It does not get a flanking bonus or
help a combatant get one. Your feats or combat actions do not affect the
weapon. If the weapon goes beyond the spell range, if it goes out of your
sight, or if you are not directing it, the weapon returns to you and hovers.
Each round
after the first, you can use a move action to redirect the weapon to a new
target. If you do not, the weapon continues to attack the previous round’s
target. On any round that the weapon switches targets, it gets one attack.
Subsequent rounds of attacking that target allow the weapon to make multiple
attacks if your base attack bonus would allow it to. Even if the spiritual
weapon is a ranged weapon, use the spell’s range, not the weapon’s normal
range increment, and switching targets still is a move action.
A spiritual
weapon cannot be attacked or harmed by physical attacks, but dispel
magic, disintegrate, a sphere of annihilation, or a rod of
cancellation affects it. A spiritual weapon’s AC against touch
attacks is 12 (10 + size bonus for Tiny object).
If an
attacked creature has spell resistance, you make a caster level check (1d20 +
caster level) against that spell resistance the first time the spiritual
weapon strikes it. If the weapon is successfully resisted, the spell is
dispelled. If not, the weapon has its normal full effect on that creature for
the duration of the spell.
The weapon
that you get is often a force replica of your deity’s own personal weapon. A
cleric without a deity gets a weapon based on his alignment. A neutral cleric
without a deity can create a spiritual weapon of any alignment, provided
he is acting at least generally in accord with that alignment at the time. The
weapons associated with each alignment are as follows.
Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword,
Holy or
Orthodox Church |
Heavy Mace |
Way of the
Prophet |
Scimitar |
Zoroastrian |
Heavy Mace |
Pagan |
|
Celtic |
Longsword |
Classical |
Short
Spear |
Egyptian |
Heavy Mace |
Finnish |
|
Ukko |
Warhammer |
Other |
Longsword |
Mesopotamian |
Heavy Mace |
Norse |
|
Odin |
Short
Spear |
Thor |
Warhammer |
Other |
Longsword |
Dwarven
Cleric |
Warhammer |
Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
A statue spell
turns the subject to solid stone, along with any garments and equipment worn or
carried. In statue form, the subject gains hardness 8. The subject retains its
own hit points.
The subject
can see, hear, and smell normally, but it does not need to eat or breathe.
Feeling is limited to those sensations that can affect the granite-hard
substance of the individual’s body. Chipping is equal to a mere scratch, but
breaking off one of the statue’s arms constitutes serious damage.
The subject
of a statue spell can return to its normal state, act, and then return
instantly to the statue state (a free action) if it so desires, as long as the
spell duration is in effect.
Material
Component: Lime,
sand, and a drop of water stirred by an iron bar, such as a nail or spike.
Status
Divination
Level: Clr 2
Components: V, S
Casting
Time: 1 standard action
Range: Touch
Targets: One living creature touched per
three levels
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
When you
need to keep track of comrades who may get separated, status allows you
to mentally monitor their relative positions and general condition. You are
aware of direction and distance to the creatures and any conditions affecting
them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated,
panicked, stunned, poisoned, diseased, confused, or the like. Once the
spell has been cast upon the subjects, the distance between them and the caster
does not affect the spell as long as they are on the same plane of existence.
If a subject leaves the plane, or if it dies, the spell ceases to function for
it.
Stinking Cloud
Conjuration
(Creation)
Level: Sor/Wiz 3
Components: V, S, M
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: Fortitude
negates; see text
Spell
Resistance: No
Stinking
cloud creates a bank
of fog like that created by fog cloud, except that the vapors are
nauseating. Living creatures in the cloud become nauseated. This condition
lasts as long as the creature is in the cloud and for 1d4+1 rounds after it
leaves. (Roll separately for each nauseated character.) Any creature that
succeeds on its save but remains in the cloud must continue to save each round
on your turn.
Stinking
cloud can be made
permanent with a permanency spell. A permanent stinking cloud dispersed
by wind reforms in 10 minutes.
Material
Component: A rotten
egg or several skunk cabbage leaves.
Stone Shape
Transmutation
[Earth]
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Stone or stone object touched, up to
10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You can form
an existing piece of stone into any shape that suits your purpose. While it’s
possible to make crude coffers, doors, and so forth with stone shape, fine
detail isn’t possible. There is a 30% chance that any shape including moving
parts simply doesn’t work.
Arcane
Material Component: Soft
clay, which must be worked into roughly the desired shape of the stone object
and then touched to the stone while the verbal component is uttered.
Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength
6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The warded
creature gains resistance to blows, cuts, stabs, and slashes. The subject gains
damage reduction 10/adamantine. (It ignores the first 10 points of damage each
time it takes damage from a weapon, though an adamantine weapon bypasses the
reduction.) Once the spell has prevented a total of 10 points of damage per
caster level (maximum 150 points), it is discharged.
Material
Component: Granite
and 250 gp worth of diamond dust sprinkled on the target’s skin.
Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level
You gain the
ability to speak with stones, which relate to you who or what has touched them
as well as revealing what is covered or concealed behind or under them. The
stones relate complete descriptions if asked. A stone’s perspective,
perception, and knowledge may prevent the stone from providing the details you
are looking for.
You can
speak with natural or worked stone.
Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder
of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving
Throw: Fortitude
negates (object); see text
Spell
Resistance: Yes
This spell
restores a petrified creature to its normal state, restoring life and goods.
The creature must make a DC 15 Fortitude save to survive the process. Any
petrified creature, regardless of size, can be restored.
The spell
also can convert a mass of stone into a fleshy substance. Such flesh is inert
and lacking a vital life force unless a life force or magical energy is
available. (For example, this spell would turn a stone golem into a flesh
golem, but an ordinary statue would become a corpse.) You can affect an object
that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet
long or a cylinder of up to those dimensions in a larger mass of stone.
Material
Component: A pinch
of earth and a drop of blood.
Storm of Vengeance
Conjuration
(Summoning)
Level: Drd 9, Clr 9
Components: V, S
Casting
Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds)
(D)
Saving
Throw: See text
Spell
Resistance: Yes
This spell
creates an enormous black storm cloud. Lightning and crashing claps of thunder
appear within the storm. Each creature beneath the cloud must succeed on a
Fortitude save or be deafened for 1d4x10 minutes.
If you do
not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell
generates additional effects in each following round, as noted below. Each
effect occurs during your turn.
2nd
Round: Acid rains
down in the area, dealing 1d6 points of acid damage (no save).
3rd
Round: You call six
bolts of lightning down from the cloud. You decide where the bolts strike. No
two bolts may be directed at the same target. Each bolt deals 10d6 points of
electricity damage. A creature struck can attempt a Reflex save for half
damage.
4th
Round: Hailstones
rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th
through 10th Rounds: Violent
rain and wind gusts reduce visibility. The rain obscures all sight, including
darkvision, beyond 5 feet. A creature 5 feet away 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). Speed is
reduced by three-quarters.
Ranged
attacks within the area of the storm are impossible. Spells cast within the
area are disrupted unless the caster succeeds on a Concentration check against
a DC equal to the storm of vengeance’s save DC + the level of the spell
the caster is trying to cast.
Suggestion
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving
Throw: Will negates
Spell
Resistance: Yes
You
influence the actions of the target creature by suggesting a course of activity
(limited to a sentence or two). The suggestion must be worded in such a
manner as to make the activity sound reasonable. Asking the creature to do some
obviously harmful act automatically negates the effect of the spell.
The
suggested course of activity can continue for the entire duration. If the
suggested activity can be completed in a shorter time, the spell ends when the
subject finishes what it was asked to do. You can instead specify conditions
that will trigger a special activity during the duration. If the condition is
not met before the spell duration expires, the activity is not performed.
A very
reasonable suggestion causes the save to be made with a penalty (such as
–1 or –2).
Material
Component: A snake’s
tongue and either a bit of honeycomb or a drop of sweet oil.
Suggestion, Mass
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like suggestion, except that it can affect more creatures. The
same suggestion applies to all these creatures.
Summon Instrument
Conjuration
(Summoning)
Level: Brd 0
Components: V, S
Casting
Time: 1 round
Range: 0 ft.
Effect: One summoned handheld musical
instrument
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
summons one handheld musical instrument of your choice. This instrument appears
in your hands or at your feet (your choice). The instrument is typical for its
type. Only one instrument appears per casting, and it will play only for you.
You can’t summon an instrument too large to be held in two hands.
Summon Monster I
Conjuration
(Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
summons an extraplanar creature (typically an outsider, elemental, or magical
beast native to another plane). It appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
The spell
conjures one of the creatures from the 1st-level list on the accompanying
Summon Monster table. You choose which kind of creature to summon, and you can
change that choice each time you cast the spell.
A summoned
monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an
environment that cannot support them.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Arcane
Focus: A tiny bag
and a small (not necessarily lit) candle.
Summon Monster II
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no
two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except that you can summon one creature
from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level
list.
Summon Monster III
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no
two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except that you can summon one creature
from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level
list, or 1d4+1 creatures of the same kind from the 1st-level list.
Summon Monster IV
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no
two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except that you can summon one creature
from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list,
or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster V
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned creatures, no
two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except that you can summon one creature
from the 5th-level list, 1d3 creatures of the same kind from the 4th-level
list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster VI
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no
two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except you can summon one creature from
the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or
1d4+1 creatures of the same kind from a lower-level list.
Summon Monster VII
Conjuration
(Summoning) [see text for summon monster I]
Level: Clr 7, Sor/Wiz 7
This spell
functions like summon monster I, except that you can summon one creature
from the 7th-level list, 1d3 creatures of the same kind from the 6th-level
list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster VIII
Conjuration
(Summoning) [see text for summon monster I]
Level: Clr 8, Sor/Wiz 8
This spell
functions like summon monster I, except that you can summon one creature
from the 8th-level list, 1d3 creatures of the same kind from the 7th-level
list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster IX
Conjuration
(Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law
9, Sor/Wiz 9
This spell
functions like summon monster I, except that you can summon one creature
from the 9th-level list, 1d3 creatures of the same kind from the 8th-level
list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon
Monster |
|
1st
Level |
|
Celestial
dog |
LG |
Celestial
owl |
LG |
Celestial
giant fire beetle |
NG |
Celestial
porpoise1 |
NG |
Celestial
badger |
CG |
Celestial
monkey |
CG |
Fiendish
dire rat |
LE |
Fiendish
raven |
LE |
Fiendish
monstrous centipede, Medium |
NE |
Fiendish
monstrous scorpion, Small |
NE |
Fiendish
hawk |
CE |
Fiendish
monstrous spider, Small |
CE |
Fiendish
octopus1 |
CE |
Fiendish
snake, Small viper |
CE |
2nd Level |
|
Celestial
giant bee |
LG |
Celestial
giant bombardier beetle |
NG |
Celestial
riding dog |
NG |
Celestial
eagle |
CG |
Lemure
(devil) |
LE |
Fiendish
squid1 |
LE |
Fiendish
wolf |
LE |
Fiendish
monstrous centipede, Large |
NE |
Fiendish
monstrous scorpion, Medium |
NE |
Fiendish
shark, Medium1 |
NE |
Fiendish
monstrous spider, Medium |
CE |
Fiendish
snake, Medium viper |
CE |
3rd
Level |
|
Celestial
black bear |
LG |
Celestial
bison |
NG |
Celestial
dire badger |
CG |
Celestial
hippogriff |
CG |
Elemental,
Small (any) |
N |
Fiendish
ape |
LE |
Fiendish dire
weasel |
LE |
Hell hound |
LE |
Fiendish
snake, constrictor |
LE |
Fiendish
boar |
NE |
Fiendish
dire bat |
NE |
Fiendish
monstrous centipede, Huge |
NE |
Fiendish
crocodile |
CE |
Dretch
(demon) |
CE |
Fiendish
snake, Large viper |
CE |
Fiendish
wolverine |
CE |
4th
Level |
|
Archon,
lantern |
LG |
Celestial
giant owl |
LG |
Celestial
giant eagle |
CG |
Celestial
lion |
CG |
Mephit
(any) |
N |
Fiendish
dire wolf |
LE |
Fiendish
giant wasp |
LE |
Fiendish
giant praying mantis |
NE |
Fiendish
shark, Large1 |
NE |
Yeth hound |
NE |
Fiendish
monstrous spider, Large |
CE |
Fiendish
snake, Huge viper |
CE |
Howler |
CE |
5th
Level |
|
Archon,
hound |
LG |
Celestial
brown bear |
LG |
Celestial
giant stag beetle |
NG |
Celestial
sea cat1 |
NG |
Celestial
griffon |
CG |
Elemental,
Medium (any) |
N |
Achaierai |
LE |
Devil,
bearded |
LE |
Fiendish
deinonychus |
LE |
Fiendish
dire ape |
LE |
Fiendish
dire boar |
NE |
Fiendish
shark, Huge |
NE |
Fiendish
monstrous scorpion, Large |
NE |
Shadow
mastiff |
NE |
Fiendish
dire wolverine |
CE |
Fiendish
giant crocodile |
CE |
Fiendish
tiger |
CE |
6th
Level |
|
Celestial
polar bear |
LG |
Celestial
orca whale1 |
NG |
Bralani
(eladrin) |
CG |
Celestial
dire lion |
CG |
Elemental,
Large (any) |
N |
Janni
(genie) |
N |
Chaos
beast |
CN |
Devil,
chain |
LE |
Xill |
LE |
Fiendish
monstrous centipede, Gargantuan |
NE |
Fiendish
rhinoceros |
NE |
Fiendish
elasmosaurus1 |
CE |
Fiendish
monstrous spider, Huge |
CE |
Fiendish
snake, giant constrictor |
CE |
7th
Level |
|
Celestial
elephant |
LG |
Avoral
(guardinal) |
NG |
Celestial
baleen whale1 |
NG |
Djinni
(genie) |
CG |
Elemental,
Huge (any) |
N |
Invisible
stalker |
N |
Devil,
bone |
LE |
Fiendish
megaraptor |
LE |
Fiendish
monstrous scorpion, Huge |
NE |
Babau
(demon) |
CE |
Fiendish
giant octopus1 |
CE |
Fiendish
girallon |
CE |
8th
Level |
|
Celestial
dire bear |
LG |
Celestial
cachalot whale1 |
NG |
Celestial
triceratops |
NG |
Lillend |
CG |
Elemental,
greater (any) |
N |
Fiendish
giant squid1 |
LE |
Hellcat |
LE |
Fiendish
monstrous centipede, Colossal |
NE |
Fiendish
dire tiger |
CE |
Fiendish
monstrous spider, Gargantuan |
CE |
Fiendish
tyrannosaurus |
CE |
Vrock
(demon) |
CE |
9th
Level |
|
Couatl |
LG |
Leonal
(guardinal) |
NG |
Celestial
roc |
CG |
Elemental,
elder (any) |
N |
Devil,
barbed |
LE |
Fiendish
dire shark1 |
NE |
Fiendish monstrous
scorpion, Gargantuan |
NE |
Night hag |
NE |
Bebilith
(demon) |
CE |
Fiendish
monstrous spider, Colossal |
CE |
Hezrou
(demon) |
CE |
1 May be
summoned only into an aquatic or watery environment. |
Summon Nature’s Ally I
Conjuration
(Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
summons a natural creature. It appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
A summoned
monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an
environment that cannot support them.
The spell
conjures one of the creatures from the 1st-level list on the accompanying
Summon Nature’s Ally table. You choose which kind of creature to summon, and
you can change that choice each time you cast the spell. All the creatures on
the table are neutral unless otherwise noted.
Summon Nature’s Ally II
Conjuration
(Summoning)
Level: Drd 2, Rgr 2
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon Nature’s Ally III
Conjuration
(Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1
1st-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally IV
Conjuration
(Summoning) [see text]
Level: Animal 4, Drd 4, Rgr 4
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally V
Conjuration
(Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally VI
Conjuration
(Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally VII
Conjuration
(Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally VIII
Conjuration
(Summoning) [see text]
Level: Animal 8, Drd 8
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon Nature’s Ally IX
Conjuration
(Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like summon nature’s ally I, except that you can summon one
9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type.
Summon
Nature’s Ally |
1st
Level |
Dire rat |
Eagle
(animal) |
Monkey
(animal) |
Octopus1 (animal) |
Owl
(animal) |
Porpoise1 (animal) |
Snake,
Small viper (animal) |
Wolf
(animal) |
2nd
Level |
Bear,
black (animal) |
Crocodile
(animal) |
Dire
badger |
Dire bat |
Elemental,
Small (any) |
Hippogriff |
Shark,
Medium1 (animal) |
Snake,
Medium viper (animal) |
Squid1 (animal) |
Wolverine
(animal) |
3rd
Level |
Ape
(animal) |
Dire
weasel |
Dire wolf |
Eagle, giant
[NG] |
Lion |
Owl, giant
[NG] |
Satyr [CN;
without pipes] |
Shark,
Large1 (animal) |
Snake,
constrictor (animal) |
Snake,
Large viper (animal) |
Thoqqua |
4th
Level |
Arrowhawk,
juvenile |
Bear,
brown (animal) |
Crocodile,
giant (animal) |
Deinonychus
(dinosaur) |
Dire ape |
Dire boar |
Dire
wolverine |
Elemental,
Medium (any) |
Salamander,
flamebrother [NE] |
Sea cat1 |
Shark,
Huge1 (animal) |
Snake,
Huge viper (animal) |
Tiger
(animal) |
Tojanida,
juvenile1 |
Unicorn
[CG] |
Xorn,
minor |
5th
Level |
Arrowhawk,
adult |
Bear,
polar (animal) |
Dire lion |
Elasmosaurus1 (dinosaur) |
Elemental,
Large (any) |
Griffon |
Janni
(genie) |
Rhinoceros
(animal) |
Satyr [CN;
with pipes] |
Snake,
giant constrictor (animal) |
Nixie
(sprite) |
Tojanida,
adult1 |
Whale,
orca1 (animal) |
6th
Level |
Dire bear |
Elemental,
Huge (any) |
Elephant
(animal) |
Girallon |
Megaraptor
(dinosaur) |
Octopus,
giant1 (animal) |
Pixie*
(sprite) [NG; no special arrows] |
Salamander,
average [NE] |
Whale,
baleen1 |
Xorn,
average |
*Can’t
cast irresistible dance |
7th
Level |
Arrowhawk,
elder |
Dire tiger |
Elemental,
greater (any) |
Djinni
(genie) [NG] |
Invisible
stalker |
Pixie*
(sprite) [NG; with sleep arrows] |
Squid, giant1 (animal) |
Triceratops
(dinosaur) |
Tyrannosaurus
(dinosaur) |
Whale,
cachalot1 (animal) |
Xorn,
elder |
*Can’t
cast irresistible dance |
8th
Level |
Dire shark1 |
Roc |
Salamander,
noble [NE] |
Tojanida,
elder |
9th
Level |
Elemental,
elder |
Grig [NG;
with fiddle] (sprite) |
Pixie*
(sprite) [NG; with sleep and memory loss arrows] |
Unicorn,
celestial charger |
*Can cast irresistible
dance |
1 May be
summoned only into an aquatic or watery environment. |
Summon Swarm
Conjuration
(Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving
Throw: None
Spell
Resistance: No
You summon a
swarm of bats, rats, or spiders (your choice), which attacks all other
creatures within its area. (You may summon the swarm so that it shares the area
of other creatures.) If no living creatures are within its area, the swarm
attacks or pursues the nearest creature as best it can. The caster has no
control over its target or direction of travel.
Arcane
Material Component: A
square of red cloth.
Sunbeam
Evocation
[Light]
Level: Drd 7, Sun 7
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are
exhausted
Saving
Throw: Reflex negates
and Reflex half; see text
Spell
Resistance: Yes
For the
duration of this spell, you can use a standard action to evoke a dazzling beam
of intense light each round. You can call forth one beam per three caster
levels (maximum six beams at 18th level). The spell ends when its duration runs
out or your allotment of beams is exhausted.
Each
creature in the beam is blinded and takes 4d6 points of damage. Any creatures
to which sunlight is harmful or unnatural take double damage. A successful
Reflex save negates the blindness and reduces the damage by half.
An undead
creature caught within the beam takes 1d6 points of damage per caster level
(maximum 20d6), or half damage if a Reflex save is successful. In addition, the
beam results in the destruction of any undead creature specifically harmed by
bright light if it fails its save.
The
ultraviolet light generated by the spell deals damage to fungi, mold, oozes,
and slimes just as if they were undead creatures.
Sunburst
Evocation
[Light]
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Reflex
partial; see text
Spell
Resistance: Yes
Sunburst causes a globe of searing radiance to
explode silently from a point you select. All creatures in the globe are
blinded and take 6d6 points of damage. A creature to which sunlight is harmful
or unnatural takes double damage. A successful Reflex save negates the
blindness and reduces the damage by half.
An undead
creature caught within the globe takes 1d6 points of damage per caster level
(maximum 25d6), or half damage if a Reflex save is successful. In addition, the
burst results in the destruction of any undead creature specifically harmed by
bright light if it fail its save.
The
ultraviolet light generated by the spell deals damage to fungi, mold, oozes,
and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower
than 9th level within its area.
Arcane
Material Component: A
piece of sunstone and a naked flame.
Symbol of Death
Necromancy
[Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting
Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
allows you to scribe a potent rune of power upon a surface. When triggered, a symbol
of death slays one or more creatures within 60 feet of the symbol (treat as
a burst) whose combined total current hit points do not exceed 150. The symbol
of death affects the closest creatures first, skipping creatures with too
many hit points to affect. Once triggered, the symbol becomes active and
glows, lasting for 10 minutes per caster level or until it has affected 150 hit
points’ worth of creatures, whichever comes first. Any creature that enters the
area while the symbol of death is active is subject to its effect,
whether or not that creature was in the area when it was triggered. A creature
need save against the symbol only once as long as it remains within the
area, though if it leaves the area and returns while the symbol is still
active, it must save again.
Until it is
triggered, the symbol of death is inactive (though visible and legible
at a distance of 60 feet). To be effective, a symbol of death must
always be placed in plain sight and in a prominent location. Covering or hiding
the rune renders the symbol of death ineffective, unless a creature
removes the covering, in which case the symbol of death works normally.
As a
default, a symbol of death is triggered whenever a creature does one or
more of the following, as you select: looks at the rune; reads the rune;
touches the rune; passes over the rune; or passes through a portal bearing the
rune. Regardless of the trigger method or methods chosen, a creature more than
60 feet from a symbol of death can’t trigger it (even if it meets one or more
of the triggering conditions, such as reading the rune). Once the spell is
cast, a symbol of death’s triggering conditions cannot be changed.
In this
case, “reading” the rune means any attempt to study it, identify it, or fathom
its meaning. Throwing a cover over a symbol of death to render it
inoperative triggers it if the symbol reacts to touch. You can’t use a symbol
of death offensively; for instance, a touch-triggered symbol of death
remains untriggered if an item bearing the symbol of death is used to
touch a creature. Likewise, a symbol of death cannot be placed on a weapon
and set to activate when the weapon strikes a foe.
You can also
set special triggering limitations of your own. These can be as simple or
elaborate as you desire. Special conditions for triggering a symbol of death
can be based on a creature’s name, identity, or alignment, but otherwise
must be based on observable actions or qualities. Intangibles such as level,
class, Hit Dice, and hit points don’t qualify.
When
scribing a symbol of death, you can specify a password or phrase that
prevents a creature using it from triggering the effect. Anyone using
the password remains immune to that particular rune’s effects so long as the
creature remains within 60 feet of the rune. If the creature leaves the radius
and returns later, it must use the password again.
You also can
attune any number of creatures to the symbol of death, but doing this
can extend the casting time. Attuning one or two creatures takes negligible
time, and attuning a small group (as many as ten creatures) extends the casting
time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes
24 hours. Attuning larger groups takes proportionately longer. Any creature
attuned to a symbol of death cannot trigger it and is immune to its
effects, even if within its radius when triggered. You are automatically
considered attuned to your own symbols of death, and thus always ignore
the effects and cannot inadvertently trigger them.
Read
magic allows you to
identify a symbol of death with a DC 19 Spellcraft check. Of course, if
the symbol of death is set to be triggered by reading it, this will
trigger the symbol.
A symbol
of death can be removed by a successful dispel magic targeted solely
on the rune. An erase spell has no effect on a symbol of death. Destruction
of the surface where a symbol of death is inscribed destroys the symbol
but also triggers it.
Symbol of
death can be made
permanent with a permanency spell. A permanent symbol of death that
is disabled or that has affected its maximum number of hit points becomes
inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as symbol of
death are hard to detect and disable. A rogue (only) can use the Search
skill to find a symbol of death and Disable Device to thwart it. The DC
in each case is 25 + spell level, or 33 for symbol of death.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp each.
Symbol of Fear
Necromancy
[Fear, Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving
Throw: Will negates
This spell
functions like symbol of death, except that all creatures within 60 feet
of the symbol of fear instead become panicked for 1 round per caster
level.
Note: Magic traps such as symbol of fear
are hard to detect and disable. A rogue (only) can use the Search skill to
find a symbol of fear and Disable Device to thwart it. The DC in each
case is 25 + spell level, or 31 for symbol of fear.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of Insanity
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Saving
Throw: Will negates
This spell
functions like symbol of death, except that all creatures within the
radius of the symbol of insanity instead become permanently insane (as
the insanity spell).
Unlike symbol
of death, symbol of insanity has no hit point limit; once triggered, a symbol
of insanity simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of
insanity are hard to detect and disable. A rogue (only) can use the Search
skill to find a symbol of insanity and Disable Device to thwart it. The
DC in each case is 25 + spell level, or 33 for symbol of insanity.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Pain
Necromancy
[Evil]
Level: Clr 5, Sor/Wiz 5
This spell
functions like symbol of death, except that each creature within the
radius of a symbol of pain instead suffers wracking pains that impose a
–4 penalty on attack rolls, skill checks, and ability checks. These effects
last for 1 hour after the creature moves farther than 60 feet from the symbol.
Unlike symbol
of death, symbol of pain has no hit point limit; once triggered, a symbol
of pain simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of pain
are hard to detect and disable. A rogue (only) can use the Search skill to
find a symbol of pain and Disable Device to thwart it. The DC in each case
is 25 + spell level, or 30 for symbol of pain.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of Persuasion
Enchantment
(Charm) [Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving
Throw: Will negates
This spell
functions like symbol of death, except that all creatures within the
radius of a symbol of persuasion instead become charmed by the
caster (as the charm monster spell) for 1 hour per caster level.
Unlike symbol
of death, symbol of persuasion has no hit point limit; once
triggered, a symbol of persuasion simply remains active for 10 minutes
per caster level.
Note: Magic traps such as symbol of
persuasion are hard to detect and disable. A rogue (only) can use the
Search skill to find a symbol of persuasion and Disable Device to thwart
it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Sleep
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Saving
Throw: Will negates
This spell
functions like symbol of death, except that all creatures of 10 HD or
less within 60 feet of the symbol of sleep instead fall into a catatonic
slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping
creatures cannot be awakened by nonmagical means before this time expires.
Unlike symbol
of death, symbol of sleep has no hit point limit; once triggered, a symbol
of sleep simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of
sleep are hard to detect and disable. A rogue (only) can use the Search
skill to find a symbol of sleep and Disable Device to thwart it. The DC
in each case is 25 + spell level, or 30 for symbol of sleep.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of Stunning
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 7, Sor/Wiz 7
Saving
Throw: Will negates
This spell
functions like symbol of death, except that all creatures within 60 feet
of a symbol of stunning instead become stunned for 1d6 rounds.
Note: Magic traps such as symbol of
stunning are hard to detect and disable. A rogue (only) can use the Search
skill to find a symbol of stunning and Disable Device to thwart it. The
DC in each case is 25 + spell level, or 32 for symbol of stunning.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Weakness
Necromancy
Level: Clr 7, Sor/Wiz 7
This spell
functions like symbol of death, except that every creature within 60
feet of a symbol of weakness instead suffers crippling weakness that
deals 3d6 points of Strength damage.
Unlike symbol
of death, symbol of weakness has no hit point limit; once triggered,
a symbol of weakness simply remains active for 10 minutes per caster
level.
Note: Magic traps such as symbol of
weakness are hard to detect and disable. A rogue (only) can use the Search skill
to find a symbol of weakness and Disable Device to thwart it. The DC in
each case is 25 + spell level, or 32 for symbol of weakness.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Sympathetic Vibration
Evocation
[Sonic]
Level: Brd 6
Components: V, S, F
Casting
Time: 10 minutes
Range: Touch
Target: One freestanding structure
Duration: Up to 1 round/level
Saving
Throw: None; see
text
Spell
Resistance: Yes
By attuning
yourself to a freestanding structure such you can create a damaging vibration
within it. Once it begins, the vibration deals 2d10 points of damage per round
to the target structure. (Hardness has no effect on the spell’s damage.) You
can choose at the time of casting to limit the duration of the spell; otherwise
it lasts for 1 round/ level. If the spell is cast upon a target that is not
freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic
vibration cannot
affect creatures (including constructs). Since a structure is an unattended
object, it gets no saving throw to resist the effect.
Focus: A tuning fork.
Sympathy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting
Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft.
cube/level) or one object
Duration: 2 hours/level (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
You cause an
object or location to emanate magical vibrations that attract either a specific
kind of intelligent creature or creatures of a particular alignment, as defined
by you. The particular kind of creature to be affected must be named
specifically. A creature subtype is not specific enough. Likewise, the specific
alignment must be named.
Creatures of
the specified kind or alignment feel elated and pleased to be in the area or
desire to touch or to possess the object. The compulsion to stay in the area or
touch the object is overpowering. If the save is successful, the creature is
released from the enchantment, but a subsequent save must be made 1d6x10
minutes later. If this save fails, the affected creature attempts to return to
the area or object.
Sympathy counters and dispels antipathy.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.