SPELL
DESCRIPTIONS
The
description of each spell is presented in a standard format. Each category of
information is explained and defined below.
NAME
The first
line of every spell description gives the name by which the spell is generally
known.
SCHOOL (SUBSCHOOL)
Beneath the
spell name is a line giving the school of magic (and the subschool, if
appropriate) that the spell belongs to.
Almost every
spell belongs to one of eight schools of magic. A school of magic is a group of
related spells that work in similar ways. A small number of spells (arcane
mark, limited wish, permanency, prestidigitation, and wish) are
universal, belonging to no school.
Abjurations
are protective spells. They create physical or magical barriers, negate magical
or physical abilities, harm trespassers, or even banish the subject of the
spell to another plane of existence.
If one
abjuration spell is active within 10 feet of another for 24 hours or more, the
magical fields interfere with each other and create barely visible energy
fluctuations. The DC to find such spells with the Search skill drops by 4.
If an
abjuration creates a barrier that keeps certain types of creatures at bay, that
barrier cannot be used to push away those creatures. If you force the barrier
against such a creature, you feel a discernible pressure against the barrier.
If you continue to apply pressure, you end the spell.
Each
conjuration spell belongs to one of five subschools. Conjurations bring
manifestations of objects, creatures, or some form of energy to you (the
summoning subschool), actually transport creatures from another plane of
existence to your plane (calling), heal (healing), transport creatures or
objects over great distances (teleportation), or create objects or effects on the
spot (creation). Creatures you conjure usually, but not always, obey your
commands.
A creature
or object brought into being or transported to your location by a conjuration
spell cannot appear inside another creature or object, nor can it appear
floating in an empty space. It must arrive in an open location on a surface
capable of supporting it.
The creature
or object must appear within the spell’s range, but it does not have to remain
within the range.
Calling: A calling spell transports a
creature from another plane to the plane you are on. The spell grants the
creature the one-time ability to return to its plane of origin, although the
spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do
not disappear and reform, as do those brought by a summoning spell (see below).
The duration of a calling spell is instantaneous, which means that the called
creature can’t be dispelled.
Creation:
A creation spell
manipulates matter to create an object or creature in the place the spellcaster
designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the
creation together, and when the spell ends, the conjured creature or object
vanishes without a trace. If the spell has an instantaneous duration, the
created object or creature is merely assembled through magic. It lasts
indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal
creatures or even bring them back to life.
Summoning: A summoning spell instantly brings a
creature or object to a place you designate. When the spell ends or is
dispelled, a summoned creature is instantly sent back to where it came from,
but a summoned object is not sent back unless the spell description
specifically indicates this. A summoned creature also goes away if it is killed
or if its hit points drop to 0 or lower. It is not really dead. It takes 24
hours for the creature to reform, during which time it can’t be summoned again.
When the
spell that summoned a creature ends and the creature disappears, all the spells
it has cast expire. A summoned creature cannot use any innate summoning
abilities it may have, and it refuses to cast any spells that would cost it XP,
or to use any spell-like abilities that would cost XP if they were spells.
Teleportation: A teleportation spell transports one
or more creatures or objects a great distance. The most powerful of these
spells can cross planar boundaries. Unlike summoning spells, the transportation
is (unless otherwise noted) one-way and not dispellable.
Teleportation
is instantaneous travel through the Astral Plane. Anything that blocks astral
travel also blocks teleportation.
Divination
spells enable you to learn secrets long forgotten, to predict the future, to
find hidden things, and to foil deceptive spells.
Many
divination spells have cone-shaped areas. These move with you and extend in the
direction you look. The cone defines the area that you can sweep each round. If
you study the same area for multiple rounds, you can often gain additional
information, as noted in the descriptive text for the spell.
Scrying: A scrying spell creates an invisible
magical sensor that sends you information. Unless noted otherwise, the sensor
has the same powers of sensory acuity that you possess. This level of acuity
includes any spells or effects that target you, but not spells or effects that
emanate from you. However, the sensor is treated as a separate, independent
sensory organ of yours, and thus it functions normally even if you have been
blinded, deafened, or otherwise suffered sensory impairment.
Any creature
with an Intelligence score of 12 or higher can notice the sensor by making a DC
20 Intelligence check. The sensor can be dispelled as if it were an active
spell.
Lead
sheeting or magical protection blocks a scrying spell, and you sense that the
spell is so blocked.
Enchantment
spells affect the minds of others, influencing or controlling their behavior.
All
enchantments are mind-affecting spells. Two types of enchantment spells grant
you influence over a subject creature.
Charm: A charm spell changes how the
subject views you, typically making it see you as a good friend.
Compulsion: A compulsion spell forces the
subject to act in some manner or changes the way her mind works. Some
compulsion spells determine the subject’s actions or the effects on the
subject, some compulsion spells allow you to determine the subject’s actions
when you cast the spell, and others give you ongoing control over the subject.
Evocation
spells manipulate energy or tap an unseen source of power to produce a desired
end. In effect, they create something out of nothing. Many of these spells
produce spectacular effects, and evocation spells can deal large amounts of
damage.
Illusion
spells deceive the senses or minds of others. They cause people to see things
that are not there, not see things that are there, hear phantom noises, or
remember things that never happened.
Figment: A figment spell creates a false
sensation. Those who perceive the figment perceive the same thing, not their
own slightly different versions of the figment. (It is not a personalized
mental impression.) Figments cannot make something seem to be something else. A
figment that includes audible effects cannot duplicate intelligible speech
unless the spell description specifically says it can. If intelligible speech
is possible, it must be in a language you can speak. If you try to duplicate a
language you cannot speak, the image produces gibberish. Likewise, you cannot
make a visual copy of something unless you know what it looks like.
Because
figments and glamers (see below) are unreal, they cannot produce real effects
the way that other types of illusions can. They cannot cause damage to objects
or creatures, support weight, provide nutrition, or provide protection from the
elements. Consequently, these spells are useful for confounding or delaying
foes, but useless for attacking them directly.
A figment’s
AC is equal to 10 + its size modifier.
Glamer: A glamer spell changes a subject’s
sensory qualities, making it look, feel, taste, smell, or sound like something
else, or even seem to disappear.
Pattern: Like a figment, a pattern spell
creates an image that others can see, but a pattern also affects the minds of
those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm:
A phantasm spell
creates a mental image that usually only the caster and the subject (or
subjects) of the spell can perceive. This impression is totally in the minds of
the subjects. It is a personalized mental impression. (It’s all in their heads
and not a fake picture or something that they actually see.) Third parties
viewing or studying the scene don’t notice the phantasm. All phantasms are
mind-affecting spells.
Shadow: A shadow spell creates something
that is partially real from extradimensional energy. Such illusions can have
real effects. Damage dealt by a shadow illusion is real.
Saving
Throws and Illusions (Disbelief ): Creatures encountering an illusion
usually do not receive saving throws to recognize it as illusory until they
study it carefully or interact with it in some fashion.
A successful
saving throw against an illusion reveals it to be false, but a figment or
phantasm remains as a translucent outline.
A failed
saving throw indicates that a character fails to notice something is amiss. A
character faced with proof that an illusion isn’t real needs no saving throw.
If any viewer successfully disbelieves an illusion and communicates this fact
to others, each such viewer gains a saving throw with a +4 bonus.
Necromancy
spells manipulate the power of death, unlife, and the life force. Spells
involving undead creatures make up a large part of this school.
Transmutation
spells change the properties of some creature, thing, or condition.
[DESCRIPTOR]
Appearing on
the same line as the school and subschool, when applicable, is a descriptor
that further categorizes the spell in some way. Some spells have more than one
descriptor.
The
descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity,
evil, fear, fire, force, good, language-dependent, lawful, light,
mind-affecting, sonic, and water.
Most of these
descriptors have no game effect by themselves, but they govern how the spell
interacts with other spells, with special abilities, with unusual creatures,
with alignment, and so on.
A
language-dependent spell uses intelligible language as a medium for communication.
If the target cannot understand or cannot hear what the caster of a
language-dependant spell says the spell fails.
A
mind-affecting spell works only against creatures with an Intelligence score of
1 or higher.
LEVEL
The next
line of a spell description gives the spell’s level, a number between 0 and 9
that defines the spell’s relative power. This number is preceded by an
abbreviation for the class whose members can cast the spell. The Level entry
also indicates whether a spell is a domain spell and, if so, what its domain
and its level as a domain spell are. A spell’s level affects the DC for any
save allowed against the effect.
Names of
spellcasting classes are abbreviated as follows: bard Brd; cleric Clr; druid
Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard Wiz.
The domains
a spell can be associated with include Air, Animal, Chaos, Death, Destruction,
Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant,
Protection, Strength, Sun, Travel, Trickery, War, and Water.
COMPONENTS
A spell’s
components are what you must do or possess to cast it. The Components entry in
a spell description includes abbreviations that tell you what type of
components it has. Specifics for material, focus, and XP components are given
at the end of the descriptive text. Usually you don’t worry about components,
but when you can’t use a component for some reason or when a material or focus
component is expensive, then the components are important.
Verbal
(V): A verbal
component is a spoken incantation. To provide a verbal component, you must be
able to speak in a strong voice. A silence spell or a gag spoils the
incantation (and thus the spell). A spellcaster who has been deafened has a 20%
chance to spoil any spell with a verbal component that he or she tries to cast.
Somatic
(S): A somatic
component is a measured and precise movement of the hand. You must have at
least one hand free to provide a somatic component.
Material
(M): A material
component is one or more physical substances or objects that are annihilated by
the spell energies in the casting process. Unless a cost is given for a
material component, the cost is negligible. Don’t bother to keep track of
material components with negligible cost. Assume you have all you need as long
as you have your spell component pouch.
Focus
(F): A focus
component is a prop of some sort. Unlike a material component, a focus is not
consumed when the spell is cast and can be reused. As with material components,
the cost for a focus is negligible unless a price is given. Assume that focus
components of negligible cost are in your spell component pouch.
Divine
Focus (DF): A divine
focus component is an item of spiritual significance. The divine focus for a
cleric or a paladin is a holy symbol appropriate to the character’s faith.
If the
Components line includes F/DF or M/DF, the arcane version of the spell has a
focus component or a material component (the abbreviation before the slash) and
the divine version has a divine focus component (the abbreviation after the
slash).
XP Cost
(XP): Some powerful
spells entail an experience point cost to you. No spell can restore the XP lost
in this manner. You cannot spend so much XP that you lose a level, so you
cannot cast the spell unless you have enough XP to spare. However, you may, on
gaining enough XP to attain a new level, use those XP for casting a spell
rather than keeping them and advancing a level. The XP are treated just like a
material component—expended when you cast the spell, whether or not the casting
succeeds.
CASTING TIME
Most spells
have a casting time of 1 standard action. Others take 1 round or more, while a
few require only a free action.
A spell that
takes 1 round to cast is a full-round action. It comes into effect just before
the beginning of your turn in the round after you began casting the spell. You
then act normally after the spell is completed.
A spell that
takes 1 minute to cast comes into effect just before your turn 1 minute later
(and for each of those 10 rounds, you are casting a spell as a full-round
action, just as noted above for 1- round casting times). These actions must be
consecutive and uninterrupted, or the spell automatically fails.
When you
begin a spell that takes 1 round or longer to cast, you must continue the
concentration from the current round to just before your turn in the next round
(at least). If you lose concentration before the casting is complete, you lose
the spell.
A spell with
a casting time of 1 free action doesn’t count against your normal limit of one
spell per round. However, you may cast such a spell only once per round.
Casting a spell with a casting time of 1 free action doesn’t provoke attacks of
opportunity.
You make all
pertinent decisions about a spell (range, target, area, effect, version, and so
forth) when the spell comes into effect.
RANGE
A spell’s
range indicates how far from you it can reach, as defined in the Range entry of
the spell description. A spell’s range is the maximum distance from you that
the spell’s effect can occur, as well as the maximum distance at which you can
designate the spell’s point of origin. If any portion of the spell’s area would
extend beyond this range, that area is wasted. Standard ranges include the
following.
Personal: The spell affects only you.
Touch: You must touch a creature or object
to affect it. A touch spell that deals damage can score a critical hit just as
a weapon can. A touch spell threatens a critical hit on a natural roll of 20
and deals double damage on a successful critical hit. Some touch spells allow
you to touch multiple targets. You can touch as many willing targets as you can
reach as part of the casting, but all targets of the spell must be touched in
the same round that you finish casting the spell.
Close: The spell reaches as far as 25 feet
away from you. The maximum range increases by 5 feet for every two full caster
levels.
Medium: The spell reaches as far as 100 feet
+ 10 feet per caster level.
Long: The spell reaches as far as 400 feet
+ 40 feet per caster level.
Unlimited: The spell reaches anywhere on the
same plane of existence.
Range
Expressed in Feet:
Some spells have no standard range category, just a range expressed in feet.
AIMING A SPELL
You must make some choice
about whom the spell is to affect or where the effect
is to originate, depending on the type of spell. The next entry in a spell
description defines the spell’s target (or targets), its effect, or its area,
as appropriate.
Target or
Targets: Some spells
have a target or targets. You cast these spells on creatures or objects, as
defined by the spell itself. You must be able to see or touch the target, and
you must specifically choose that target. You do not have to select your target
until you finish casting the spell.
If the
target of a spell is yourself (the spell description has a line that reads
Target: You), you do not receive a saving throw, and spell resistance does not
apply. The Saving Throw and Spell Resistance lines are omitted from such
spells.
Some spells
restrict you to willing targets only. Declaring yourself as a willing target is
something that can be done at any time (even if you’re flat-footed or it isn’t
your turn). Unconscious creatures are automatically considered willing, but a
character who is conscious but immobile or helpless
(such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned)
is not automatically willing.
Some spells
allow you to redirect the effect to new targets or areas after you cast the
spell. Redirecting a spell is a move action that does not provoke attacks of
opportunity.
Effect: Some spells create or summon things
rather than affecting things that are already present.
You must
designate the location where these things are to appear, either by seeing it or
defining it. Range determines how far away an effect can appear, but if the
effect is mobile it can move regardless of the spell’s range.
Ray: Some effects are rays. You aim a ray
as if using a ranged weapon, though typically you make a ranged touch attack
rather than a normal ranged attack. As with a ranged weapon, you can fire into
the dark or at an invisible creature and hope you hit something. You don’t have
to see the creature you’re trying to hit, as you do with a targeted spell.
Intervening creatures and obstacles, however, can block your line of sight or
provide cover for the creature you’re aiming at.
If a ray
spell has a duration, it’s the duration of the effect
that the ray causes, not the length of time the ray itself persists.
If a ray
spell deals damage, you can score a critical hit just as if it were a weapon. A
ray spell threatens a critical hit on a natural roll of 20 and deals double
damage on a successful critical hit.
Spread: Some effects, notably clouds and
fogs, spread out from a point of origin, which must be a grid intersection. The
effect can extend around corners and into areas that you can’t see. Figure
distance by actual distance traveled, taking into account turns the spell
effect takes. When determining distance for spread effects, count around walls,
not through them. As with movement, do not trace diagonals across corners. You
must designate the point of origin for such an effect, but you need not have
line of effect (see below) to all portions of the effect.
Area: Some spells affect an area.
Sometimes a spell description specifies a specially defined area, but usually
an area falls into one of the categories defined below.
Regardless
of the shape of the area, you select the point where the spell originates, but
otherwise you don’t control which creatures or objects the spell affects. The
point of origin of a spell is always a grid intersection. When determining
whether a given creature is within the area of a spell, count out the distance
from the point of origin in squares just as you do when moving a character or
when determining the range for a ranged attack. The only difference is that
instead of counting from the center of one square to the center of the next,
you count from intersection to intersection.
You can
count diagonally across a square, but remember that every second diagonal
counts as 2 squares of distance. If the far edge of a square is within the
spell’s area, anything within that square is within the spell’s area. If the
spell’s area only touches the near edge of a square, however, anything within
that square is unaffected by the spell.
Burst,
Emanation, or Spread: Most
spells that affect an area function as a burst, an emanation, or a spread. In
each case, you select the spell’s point of origin and measure its effect from
that point.
A burst
spell affects whatever it catches in its area, even including creatures that
you can’t see. It can’t affect creatures with total cover from its point of
origin (in other words, its effects don’t extend around corners). The default
shape for a burst effect is a sphere, but some burst spells are specifically
described as cone-shaped. A burst’s area defines how far from the point of
origin the spell’s effect extends.
An emanation
spell functions like a burst spell, except that the effect continues to radiate
from the point of origin for the duration of the spell. Most emanations are
cones or spheres.
A spread
spell spreads out like a burst but can turn corners. You select the point of
origin, and the spell spreads out a given distance in all directions. Figure
the area the spell effect fills by taking into account any turns the spell
effect takes.
Cone,
Cylinder, Line, or Sphere: Most
spells that affect an area have a particular shape, such as a cone, cylinder,
line, or sphere.
A
cone-shaped spell shoots away from you in a quarter-circle in the direction you
designate. It starts from any corner of your square and widens out as it goes.
Most cones are either bursts or emanations (see above), and thus won’t go
around corners.
When casting
a cylinder-shaped spell, you select the spell’s point of origin. This point is
the center of a horizontal circle, and the spell shoots down from the circle,
filling a cylinder. A cylinder-shaped spell ignores any obstructions within its
area.
A
line-shaped spell shoots away from you in a line in the direction you
designate. It starts from any corner of your square and extends to the limit of
its range or until it strikes a barrier that blocks line of effect. A
line-shaped spell affects all creatures in squares that the line passes
through.
A
sphere-shaped spell expands from its point of origin to fill a spherical area.
Spheres may be bursts, emanations, or spreads.
Creatures:
A spell with this
kind of area affects creatures directly (like a targeted spell), but it affects
all creatures in an area of some kind rather than individual creatures you
select. The area might be a spherical burst , a
cone-shaped burst, or some other shape.
Many spells
affect “living creatures,” which means all creatures other than constructs and
undead. Creatures in the spell’s area that are not of the appropriate type do
not count against the creatures affected.
Objects: A spell with this kind of area
affects objects within an area you select (as Creatures, but affecting objects
instead).
Other: A spell can have a unique area, as
defined in its description.
(S)
Shapeable: If an
Area or Effect entry ends with “(S),” you can shape the spell. A shaped effect
or area can have no dimension smaller than 10 feet. Many effects or areas are
given as cubes to make it easy to model irregular shapes. Three-dimensional
volumes are most often needed to define aerial or underwater effects and areas.
Line of
Effect: A line of
effect is a straight, unblocked path that indicates what a spell can affect. A
line of effect is canceled by a solid barrier. It’s like line of sight for
ranged weapons, except that it’s not blocked by fog, darkness, and other
You must
have a clear line of effect to any target that you cast a spell on or to any
space in which you wish to create an effect. You must have a clear line of
effect to the point of origin of any spell you cast.
A burst,
cone, cylinder, or emanation spell affects only an area, creatures, or objects
to which it has line of effect from its origin (a spherical burst’s center
point, a cone-shaped burst’s starting point, a cylinder’s circle, or an
emanation’s point of origin).
An otherwise
solid barrier with a hole of at least 1 square foot through it does not block a
spell’s line of effect. Such an opening means that the 5-foot length of wall
containing the hole is no longer considered a barrier for purposes of a spell’s
line of effect.
DURATION
A spell’s
Duration entry tells you how long the magical energy of the spell lasts.
Timed
Durations: Many durations are measured in rounds, minutes, hours, or some other
increment. When the time is up, the magic goes away and the spell ends. If a
spell’s duration is variable the duration is rolled secretly (the caster
doesn’t know how long the spell will last).
Instantaneous: The spell energy comes and goes the
instant the spell is cast, though the consequences might be long-lasting.
Permanent:
The energy remains
as long as the effect does. This means the spell is vulnerable to dispel
magic.
Concentration: The spell lasts as long as you
concentrate on it. Concentrating to maintain a spell is a standard action that
does not provoke attacks of opportunity. Anything that could break your
concentration when casting a spell can also break your concentration while
you’re maintaining one, causing the spell to end.
You can’t
cast a spell while concentrating on another one. Sometimes a spell lasts for a
short time after you cease concentrating.
Subjects,
Effects, and Areas:
If the spell affects creatures directly the result travels with the subjects
for the spell’s duration. If the spell creates an effect, the effect lasts for
the duration. The effect might move or remain still. Such an effect can be
destroyed prior to when its duration ends. If the spell affects an area then
the spell stays with that area for its duration.
Creatures
become subject to the spell when they enter the area and are no longer subject
to it when they leave.
Touch
Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the
round you cast it, you can hold the charge (postpone the discharge of the
spell) indefinitely. You can make touch attacks round after round. If you cast
another spell, the touch spell dissipates.
Some touch
spells allow you to touch multiple targets as part of the spell. You
can’t hold the charge of such a spell; you must touch all targets of the spell
in the same round that you finish casting the spell.
Discharge: Occasionally a spells lasts for a
set duration or until triggered or discharged.
(D)
Dismissible: If the
Duration line ends with “(D),” you can dismiss the spell at will. You must be
within range of the spell’s effect and must speak words of dismissal, which are
usually a modified form of the spell’s verbal component. If the spell has no
verbal component, you can dismiss the effect with a gesture. Dismissing a spell
is a standard action that does not provoke attacks of opportunity.
A spell that
depends on concentration is dismissible by its very nature, and dismissing it
does not take an action, since all you have to do to end the spell is to stop
concentrating on your turn.
SAVING THROW
Usually a
harmful spell allows a target to make a saving throw to avoid some or all of
the effect. The Saving Throw entry in a spell description defines which type of
saving throw the spell allows and describes how saving throws against the spell
work.
Negates: The
spell has no effect on a subject that makes a successful saving throw.
Partial: The spell causes an effect on its
subject. A successful saving throw means that some lesser effect occurs.
Half: The spell deals damage, and a
successful saving throw halves the damage taken (round down).
None: No saving
throw is allowed.
Disbelief: A successful save lets the subject
ignore the effect.
(object): The spell can be cast on objects,
which receive saving throws only if they are magical or if they are attended
(held, worn, grasped, or the like) by a creature resisting the spell, in which
case the object uses the creature’s saving throw bonus unless its own bonus is
greater. (This notation does not mean that a spell can be cast only on objects.
Some spells of this sort can be cast on creatures or objects.) A magic item’s
saving throw bonuses are each equal to 2 + one-half the item’s caster level.
(harmless): The spell is usually beneficial, not harmful, but a targeted
creature can attempt a saving throw if it desires.
Saving
Throw Difficulty Class:
A saving throw against your spell has a DC of 10 + the level of the spell +
your bonus for the relevant ability (Intelligence for a wizard, Charisma for a
sorcerer or bard, or Wisdom for a cleric, druid, paladin, or ranger). A spell’s
level can vary depending on your class. Always use the spell level applicable
to your class.
Succeeding on a Saving Throw: A creature that successfully saves
against a spell that has no obvious physical effects feels a hostile force or a
tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving
throw succeeds against a targeted spell you sense that the spell has failed.
You do not sense when creatures succeed on saves against effect and area
spells.
Automatic
Failures and Successes:
A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the
spell may cause damage to exposed items (see Items Surviving after a Saving
Throw, below). A natural 20 (the d20 comes up 20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a
saving throw and willingly accept a spell’s result. Even a character with a special
resistance to magic can suppress this quality.
Items Surviving after a Saving Throw: Unless the descriptive text for the
spell specifies otherwise, all items carried or worn by a creature are assumed
to survive a magical attack. If a creature rolls a natural 1 on its saving
throw against the effect, however, an exposed item is harmed (if the attack can
harm objects). Refer to Table: Items Affected by Magical Attacks. Determine
which four objects carried or worn by the creature are most likely to be
affected and roll randomly among them. The randomly determined item must make a
saving throw against the attack form and take whatever damage
the attack deal.
If an item
is not carried or worn and is not magical, it does not get a saving throw. It
simply is dealt the appropriate damage.
Table: Items Affected by Magical Attacks
|
|
Order1 |
Item |
1st |
Shield |
2nd |
Armor |
3rd |
Magic
helmet, hat, or headband |
4th |
Item in
hand (including weapon, wand, or the like) |
5th |
Magic
cloak |
6th |
Stowed or
sheathed weapon |
7th |
Magic
bracers |
8th |
Magic
clothing |
9th |
Magic
jewelry (including rings) |
10th |
Anything
else |
1 In order
of most likely to least likely to be affected. |
SPELL RESISTANCE
Spell
resistance is a special defensive ability. If your spell is being resisted by a
creature with spell resistance, you must make a caster level check (1d20 +
caster level) at least equal to the creature’s spell resistance for the spell
to affect that creature. The defender’s spell resistance is like an Armor Class
against magical attacks. Include any adjustments to your caster level to this
caster level check.
The Spell
Resistance entry and the descriptive text of a spell description tell you
whether spell resistance protects creatures from the spell. In many cases,
spell resistance applies only when a resistant creature is targeted by the
spell, not when a resistant creature encounters a spell that is already in
place.
The terms
“object” and “harmless” mean the same thing for spell resistance as they do for
saving throws. A creature with spell resistance must voluntarily lower the
resistance (a standard action) in order to be affected by a spell noted as
harmless. In such a case, you do not need to make the caster level check
described above.
DESCRIPTIVE TEXT
This portion
of a spell description details what the spell does and how it works. If one of
the previous entries in the description included “see text,” this is where the
explanation is found.
SPELLS
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving
Throw: None
Spell
Resistance: No
A magical
arrow of acid springs from your hand and speeds to its target. You must succeed
on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid
damage with no splash damage. For every three caster levels (to a maximum of
18th), the acid, unless somehow neutralized, lasts for another round, dealing
another 2d4 points of damage in that round.
Material
Component: Powdered
rhubarb leaf and an adder’s stomach.
Focus: A dart.
Acid Fog
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft.
high
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Acid fog creates a billowing mass of misty
vapors similar to that produced by a solid fog spell. In addition to
slowing creatures down and obscuring sight, this spell’s vapors are highly
acidic. Each round on your turn, starting when you cast the spell, the fog
deals 2d6 points of acid damage to each creature and object within it.
Arcane
Material Component:
A pinch of dried, powdered peas combined with powdered animal hoof.
Acid Splash
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You fire a
small orb of acid at the target. You must succeed on a ranged touch attack to
hit your target. The orb deals 1d3 points of acid damage.
Aid
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Aid grants the target a +1 morale bonus
on attack rolls and saves against fear effects, plus temporary hit points equal
to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster
level 10th).
Air Walk
Transmutation
[Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature (Gargantuan or smaller)
touched
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
The subject
can tread on air as if walking on solid ground. Moving upward is similar to
walking up a hill. The maximum upward or downward angle possible is 45 degrees,
at a rate equal to one-half the air walker’s normal speed.
A strong
wind (21+ mph) can push the subject along or hold it back. At the end of its
turn each round, the wind blows the air walker 5 feet for each 5 miles per hour
of wind speed. The creature may be subject to additional penalties in
exceptionally strong or turbulent winds, such as loss of control over movement
or physical damage from being buffeted about.
Should the
spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for
1d6 rounds. If it reaches the ground in that amount of time, it lands safely.
If not, it falls the rest of the distance, taking 1d6
points of damage per 10 feet of fall. Since dispelling a spell effectively ends
it, the subject also descends in this way if the air walk spell is
dispelled, but not if it is negated by an antimagic field.
You can cast
air walk on a specially trained mount so it can be ridden through the
air. You can train a mount to move with the aid of air walk (counts as a
trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal
check.
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on
a point in space
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
Alarm sounds
a mental or audible alarm each time a creature of Tiny or larger size enters
the warded area or touches it. A creature that speaks the password (determined
by you at the time of casting) does not set off the alarm. You decide at
the time of casting whether the alarm will be mental or audible.
Mental
Alarm: A mental alarm
alerts you (and only you) so long as you remain within 1 mile of the warded
area. You note a single mental “ping” that awakens you from normal sleep but
does not otherwise disturb concentration. A silence spell has no effect
on a mental alarm.
Audible
Alarm: An audible alarm
produces the sound of a hand bell, and anyone within 60 feet of the warded
area can hear it clearly. Reduce the distance by 10 feet for each interposing
closed door and by 20 feet for each substantial interposing wall.
In quiet
conditions, the ringing can be heard faintly as far as 180 feet away. The sound
lasts for 1 round. Creatures within a silence spell cannot hear the
ringing.
Ethereal or
astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency
spell.
Arcane
Focus: A tiny bell
and a piece of very fine silver wire
Align Weapon
Transmutation
[see text]
Level: Clr 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Weapon touched or fifty projectiles
(all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Align
weapon makes a
weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned
can bypass the damage reduction of certain creatures. This spell has no effect
on a weapon that already has an alignment.
You can’t
cast this spell on a natural weapon, such as an unarmed strike.
When you
make a weapon good, evil, lawful, or chaotic, align weapon is a good,
evil, lawful, or chaotic spell, respectively.
Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
(D)
You assume
the form of a creature of the same type as your normal form. The new form must
be within one size category of your normal size. The maximum HD of an assumed
form is equal to your caster level, to a maximum of 5 HD at 5th level. You can
change into a member of your own kind or even into yourself.
You retain
your own ability scores. Your class and level, hit points, alignment, base
attack bonus, and base save bonuses all remain the same. You retain all
supernatural and spell-like special attacks and qualities of your normal form,
except for those requiring a body part that the new form does not have (such as
a mouth for a breath weapon or eyes for a gaze attack).
You keep all
extraordinary special attacks and qualities derived from class levels, but you
lose any from your normal form that are not derived from class levels.
If the new
form is capable of speech, you can communicate normally. You retain any
spellcasting ability you had in your original form, but the new form must be
able to speak intelligibly (that is, speak a language) to use verbal components
and must have limbs capable of fine manipulation to use somatic or material
components.
You acquire
the physical qualities of the new form while retaining your own mind. Physical
qualities include natural size, mundane movement capabilities (such as
burrowing, climbing, walking, swimming, and flight with wings, to a maximum
speed of 120 feet for flying or 60 feet for nonflying movement), natural armor
bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses,
racial bonus feats, and any gross physical qualities (presence or absence of wings,
number of extremities, and so forth). A body with extra limbs does not allow
you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not
gain any extraordinary special attacks or special qualities not noted above
under physical qualities, such as darkvision, low-light vision, blindsense,
blindsight, fast healing, regeneration, scent, and so forth.
You do not
gain any supernatural special attacks, special qualities, or spell-like
abilities of the new form. Your creature type and subtype (if any) remain the
same regardless of your new form. You cannot take the form of any creature with
a template, even if that template doesn’t change the creature type or subtype.
You can
freely designate the new form’s minor physical qualities (such as hair color,
hair texture, and skin color) within the normal ranges for a creature of that
kind. The new form’s significant physical qualities (such as height, weight,
and gender) are also under your control, but they must fall within the norms
for the new form’s kind. You are effectively disguised as an average member of
the new form’s race. If you use this spell to create a disguise, you get a +10
bonus on your Disguise check.
When the
change occurs, your equipment, if any, either remains worn or held by the new
form (if it is capable of wearing or holding the item), or melds into the new
form and becomes nonfunctional. When you revert to your true form, any objects
previously melded into the new form reappear in the same location on your body
they previously occupied and are once again functional. Any new items you wore
in the assumed form and can’t wear in your normal form fall off and land at
your feet; any that you could wear in either form or carry in a body part
common to both forms at the time of reversion are still held in the same way.
Any part of the body or piece of equipment that is separated from the whole
reverts to its true form.
Analyze Dweomer
Divination
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One object or creature per caster
level
Duration: 1 round/level (D)
Saving
Throw: None or Will
negates; see text
Spell
Resistance: No
You discern
all spells and magical properties present in a number of creatures or objects.
Each round, you may examine a single creature or object that you can see as a
free action. In the case of a magic item, you learn its functions, how to
activate its functions (if appropriate), and how many charges are left (if it
uses charges). In the case of an object or creature with active spells cast
upon it, you learn each spell, its effect, and its caster level.
An attended
object may attempt a Will save to resist this effect if its holder so desires.
If the save succeeds, you learn nothing about the object except what you can
discern by looking at it. An object that makes its save cannot be affected by
any other analyze dweomer spells for 24 hours.
Analyze
dweomer does not
function when used on an artifact.
Focus: A tiny lens of ruby or sapphire set
in a small golden loop. The gemstone must be worth at least 1,500 gp.
Animal Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or
smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
A number of
animals grow to twice their normal size and eight times their normal weight.
This alteration changes each animal’s size category to the next largest, grants
it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an
extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The
creature’s existing natural armor bonus increases by 2. The size change also
affects the animal’s modifier to AC and attack rolls and its base damage. The
animal’s space and reach change as appropriate to the new size, but its speed
does not change.
The spell
also grants each subject damage reduction 10/magic and a +4 resistance bonus on
saving throws. If insufficient room is available for the desired growth, the
creature attains the maximum possible size and may make a Strength check (using
its increased Strength) to burst any enclosures in the process. If it fails, it
is constrained without harm by the materials enclosing it— the spell cannot be
used to crush a creature by increasing its size.
All
equipment worn or carried by an animal is similarly enlarged by the spell, though
this change has no effect on the magical properties of any such equipment.
Any enlarged
item that leaves the enlarged creature’s possession instantly returns to its
normal size.
The spell
gives no means of command or influence over the enlarged animals.
Multiple
magical effects that increase size do not stack.
Animal Messenger
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: One day/level
Saving
Throw: None; see
text
Spell
Resistance: Yes
You compel a
Tiny animal to go to a spot you designate. The most
common use for this spell is to get an animal to carry a message to your
allies. The animal cannot be one tamed or trained by someone else, including
such creatures as familiars and animal companions.
Using some
type of food desirable to the animal as a lure, you call the animal to you. It
advances and awaits your bidding. You can mentally impress on the animal a
certain place well known to you or an obvious landmark. The directions must be
simple, because the animal depends on your knowledge and can’t find a
destination on its own. You can attach some small item or note to the
messenger. The animal then goes to the designated location and waits there
until the duration of the spell expires, whereupon it resumes its normal
activities.
During this
period of waiting, the messenger allows others to approach it and remove any
scroll or token it carries. The intended recipient gains no special ability to
communicate with the animal or read any attached message (if it’s written in a
language he or she doesn’t know, for example).
Material
Component: A morsel
of food the animal likes.
Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature per
level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
As polymorph,
except you polymorph up to one willing creature per caster level into an
animal of your choice; the spell has no effect on unwilling creatures. All
creatures must take the same kind of animal form. Recipients remain in the animal
form until the spell expires or until you dismiss it for all recipients. In
addition, an individual subject may choose to resume its normal form as a
full-round action; doing so ends the spell for that subject alone. The maximum
HD of an assumed form is equal to the subject’s HD or your caster level,
whichever is lower, to a maximum of 20 HD at 20th level.
Animal Trance
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with
Intelligence 1 or 2
Duration: Concentration
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
Your swaying
motions and music (or singing, or chanting) compel
animals and magical beasts to do nothing but watch you. Only a creature with an
Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to
determine the total number of HD worth of creatures that you fascinate. The
closest targets are selected first until no more targets within range can be
affected.
A magical
beast, a dire animal, or an animal trained to attack or guard is allowed a
saving throw; an animal not trained to attack or guard is not.
Animate Dead
Necromancy
[Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
turns the bones or bodies of dead creatures into undead skeletons or zombies
that follow your spoken commands.
The undead
can follow you, or they can remain in an area and attack any creature (or just
a specific kind of creature) entering the place. They remain animated until
they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless
of the type of undead you create with this spell, you can’t create more HD of
undead than twice your caster level with a single casting of animate dead.
(The desecrate spell doubles this limit)
The undead
you create remain under your control indefinitely. No matter how many times you
use this spell, however, you can control only 4 HD worth of undead creatures
per caster level. If you exceed this number, all the newly created creatures
fall under your control, and any excess undead from previous castings become
uncontrolled. (You choose which creatures are released.) If you are a cleric,
any undead you might command by virtue of your power to command or rebuke
undead do not count toward the limit.
Skeletons:
A skeleton can be
created only from a mostly intact corpse or skeleton. The corpse must have
bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a
mostly intact corpse. The corpse must be that of a creature with a true
anatomy.
Material
Component: You must
place a black onyx gem worth at least 25 gp per Hit Die of the undead into the
mouth or eye socket of each corpse you intend to animate. The magic of the
spell turns these gems into worthless, burned-out shells.
Animate Objects
Transmutation
Level: Brd 6, Chaos 6, Clr 6
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level;
see text
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
You imbue
inanimate objects with mobility and a semblance of life. Each such animated
object then immediately attacks whomever or whatever you initially designate.
An animated
object can be of any nonmagical material. You may animate one Small or smaller
object or an equivalent number of larger objects per caster level. A Medium
object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a
Colossal object as thirty-two. You can change the designated target or targets
as a move action, as if directing an active spell.
This spell
cannot animate objects carried or worn by a creature.
Animate
objects can be made
permanent with a permanency spell.
Animate Plants
Transmutation
Level: Drd 7, Plant 7
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per three caster
levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving
Throw: None
Spell
Resistance: No
You imbue
inanimate plants with mobility and a semblance of life. Each animated plant
then immediately attacks whomever or whatever you initially designate as though
it were an animated object of the appropriate size category. You may animate
one Large or smaller plant, or an equivalent number of larger plants, per three
caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You
can change the designated target or targets as a move action, as if directing
an active spell.
Use the
statistics for animated objects, except that plants smaller than Large
usually don’t have hardness.
Animate
plants cannot affect
plant creatures, nor does it affect nonliving vegetable material.
Entangle:
Alternatively, you
may imbue all plants within range with a degree of mobility, which allows them
to entwine around creatures in the area. This usage of the spell duplicates the
effect of an entangle spell. Spell resistance does not keep creatures
from being entangled. This effect lasts 1 hour per caster level.
Animate Rope
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50
ft. + 5 ft./level; see text
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
You can
animate a nonliving ropelike object. The maximum length assumes a rope with a
1-inch diameter.
Reduce the
maximum length by 50% for every additional inch of thickness, and increase it
by 50% for each reduction of the rope’s diameter by half.
The possible
commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop
and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and
so forth). You can give one command each round as a move action, as if
directing an active spell.
The rope can
enwrap only a creature or an object within 1 foot of it—it does not snake
outward—so it must be thrown near the intended target. Doing so requires a
successful ranged touch attack roll (range increment 10 feet). A typical 1-
inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23
Strength check to burst it. The rope does not deal damage, but it can be used
as a trip line or to cause a single opponent that fails a Reflex saving throw
to become entangled. A creature capable of spellcasting that is bound by this
spell must make a DC 15 Concentration check to cast a spell. An entangled
creature can slip free with a DC 20 Escape Artist check.
The rope
itself and any knots tied in it are not magical.
This spell
grants a +2 bonus on any Use Rope checks you make when using the transmuted
rope.
The spell
cannot animate objects carried or worn by a creature.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting
Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
You bring
into being a mobile, hemispherical energy field that prevents the entrance of
most types of living creatures.
The effect
hedges out animals, aberrations, dragons, fey, giants, humanoids, magical
beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs,
elementals, outsiders, or undead.
This spell
may be used only defensively, not aggressively. Forcing an abjuration barrier
against creatures that the spell keeps at bay collapses the barrier.
Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6,
Sor/Wiz 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: See text
An invisible
barrier surrounds you and moves with you. The space within this barrier is
impervious to most magical effects, including spells,
spell-like abilities, and supernatural abilities. Likewise, it prevents the
functioning of any magic items or spells within its confines.
An antimagic
field suppresses any spell or magical effect used within, brought into, or
cast into the area, but does not dispel it. Time spent within an antimagic
field counts against the suppressed spell’s duration.
Summoned
creatures of any type and incorporeal undead wink out if they enter an antimagic
field. They reappear in the same spot once
the field goes away. Time spent winked out counts normally against the duration
of the conjuration that is maintaining the creature. If you cast antimagic
field in an area occupied by a summoned creature that has spell resistance,
you must make a caster level check (1d20 + caster level) against the creature’s
spell resistance to make it wink out. (The effects of instantaneous
conjurations are not affected by an antimagic field because the
conjuration itself is no longer in effect, only its result.)
A normal
creature can enter the area, as can normal missiles. Furthermore, while a magic
sword does not function magically within the area, it is still a sword (and a
masterwork sword at that). The spell has no effect on golems and other constructs
that are imbued with magic during their creation process and are thereafter
self-supporting (unless they have been summoned, in which case they are treated
like any other summoned creatures). Elementals, corporeal undead, and outsiders
are likewise unaffected unless summoned. These creatures’ spell-like or
supernatural abilities, however, may be temporarily nullified by the field. Dispel
magic does not remove the field.
Two or more antimagic
fields sharing any of the same space have no effect on each other. Certain
spells, such as wall of force, prismatic sphere, and prismatic wall, remain
unaffected by antimagic field (see the individual spell descriptions).
Artifacts and deities are unaffected by mortal magic such as this.
Should a
creature be larger than the area enclosed by the barrier, any part of it that
lies outside the barrier is unaffected by the field.
Arcane
Material Component: A
pinch of powdered iron or iron filings.
Antipathy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
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 partial
Spell
Resistance: Yes
You cause an
object or location to emanate magical vibrations that repel either a specific
kind of intelligent creature or creatures of a particular alignment, as defined
by you. The kind of creature to be affected must be named specifically. A
creature subtype is not specific enough. Likewise, the specific alignment to be
repelled must be named.
Creatures of
the designated kind or alignment feel an overpowering urge to leave the area or
to avoid the affected item.
A compulsion
forces them to abandon the area or item, shunning it and never willingly
returning to it while the spell is in effect. A creature that makes a
successful saving throw can stay in the area or touch the item but feels
uncomfortable doing so. This distracting discomfort reduces the creature’s
Dexterity score by 4 points.
Antipathy
counters and dispels
sympathy.
Arcane
Material Component: A
lump of alum soaked in vinegar.
Antiplant Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on
you
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
The antiplant
shell spell creates an invisible, mobile barrier that keeps all creatures
within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against
creatures that the spell keeps at bay strains and collapses the field.
Arcane Eye
Divination
(Scrying)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You create
an invisible magical sensor that sends you visual information. You can create
the arcane eye at any point you can see, but it can then travel outside
your line of sight without hindrance. An arcane eye travels at 30 feet
per round (300 feet per minute) if viewing an area ahead as a human would
(primarily looking at the floor) or 10 feet per round (100 feet per minute) if
examining the ceiling and walls as well as the floor ahead. It sees exactly as
you would see if you were there.
The eye can
travel in any direction as long as the spell lasts. Solid barriers block its
passage, but it can pass through a hole or space as small as 1 inch in
diameter. The eye can’t enter another plane of existence, even through a gate
or similar magical portal.
You must
concentrate to use an arcane eye. If you do not concentrate, the eye is
inert until you again concentrate.
Material
Component: A bit of
bat fur.
Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: The door, chest, or portal touched,
up to 30 sq. ft./level in size
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
An arcane
lock spell cast upon a door, chest, or portal magically locks it. You can
freely pass your own arcane lock without affecting it; otherwise, a door
or object secured with this spell can be opened only by breaking in or with a
successful dispel magic or knock spell. Add 10 to the normal DC
to break open a door or portal affected by this spell. (A knock spell
does not remove an arcane lock; it only suppresses the effect for 10
minutes.)
Material
Component: Gold dust
worth 25 gp.
Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: One personal rune or mark, all of
which must fit within 1 sq. ft.
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
This spell
allows you to inscribe your personal rune or mark, which can consist of no more
than six characters. The writing can be visible or invisible. An arcane mark
spell enables you to etch the rune upon any substance without harm to the
material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible,
though not necessarily understandable.
See
invisibility, true seeing,
a gem of seeing, or a robe of eyes likewise allows the user to
see an invisible arcane mark. A read magic spell reveals the
words, if any. The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell.
If an arcane
mark is placed on a living being, normal wear gradually causes the effect
to fade in about a month.
Arcane
mark must be cast on
an object prior to casting instant summons on the same object (see that
spell description for details).
Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
(D)
This spell
makes your eyes glow blue and allows you to see magical auras within 120 feet
of you. The effect is similar to that of a detect
magic spell, but arcane sight does not require concentration and
discerns aura location and power more quickly.
You know the
location and power of all magical auras within your sight. An aura’s power
depends on a spell’s functioning level or an item’s caster level, as noted in
the description of the detect magic spell.
If the items or creatures bearing the auras are in line of sight, you can make
Spellcraft skill checks to determine the school of magic involved in each.
(Make one check per aura; DC 15 + spell level, or 15 + one-half caster level
for a nonspell effect.)
If you
concentrate on a specific creature within 120 feet of you as a standard action,
you can determine whether it has any spellcasting or spell-like abilities,
whether these are arcane or divine (spell-like abilities register as arcane),
and the strength of the most powerful spell or spell-like ability the creature
currently has available for use.
Arcane
sight can be made
permanent with a permanency spell.
Arcane Sight, Greater
Divination
Level: Sor/Wiz 7
This spell
functions like arcane sight, except that you automatically know which
spells or magical effects are active upon any individual or object you see.
Greater
arcane sight doesn’t
let you identify magic items.
Unlike arcane
sight, this spell cannot be made permanent with a permanency spell.
Astral Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting
Time: 30 minutes
Range: Touch
Targets: You plus one additional willing
creature touched per two caster levels
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
By freeing
your spirit from your physical body, this spell allows you to project an astral
body onto another plane altogether.
You can
bring the astral forms of other willing creatures with you, provided that these
subjects are linked in a circle with you at the time of the casting. These
fellow travelers are dependent upon you and must accompany you at all times. If
something happens to you during the journey, your companions are stranded
wherever you left them.
You project
your astral self onto the Astral Plane, leaving your physical body behind on
the Material Plane in a state of suspended animation. The spell projects an
astral copy of you and all you wear or carry onto the Astral Plane. Since the
Astral Plane touches upon other planes, you can travel astrally to any of these
other planes as you will. To enter one, you leave the Astral Plane, forming a
new physical body (and equipment) on the plane of existence you have chosen to
enter.
While you
are on the Astral Plane, your astral body is connected at all times to your
physical body by a silvery cord. If the cord is broken, you are killed,
astrally and physically. Luckily, very few things can destroy a silver cord.
When a second body is formed on a different plane, the incorporeal silvery cord
remains invisibly attached to the new body. If the second body or the astral
form is slain, the cord simply returns to your body where it rests on the
Material Plane, thereby reviving it from its state of suspended animation.
Although astral projections are able to function on the Astral Plane, their
actions affect only creatures existing on the Astral Plane; a physical body
must be materialized on other planes.
You and your
companions may travel through the Astral Plane indefinitely. Your bodies simply
wait behind in a state of suspended animation until you choose to return your
spirits to them. The spell lasts until you desire to end it, or until it is
terminated by some outside means, such as dispel magic cast upon either
the physical body or the astral form, the breaking of the silver cord, or the
destruction of your body back on the Material Plane (which kills you).
Material
Component: A jacinth
worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be
affected.
Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting
Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
This spell
removes the burden of evil acts or misdeeds from the subject. The creature
seeking atonement must be truly repentant and desirous of setting right its
misdeeds. If the atoning creature committed the evil act unwittingly or under
some form of compulsion, atonement operates normally at no cost to you.
However, in the case of a creature atoning for deliberate misdeeds and acts of
a knowing and willful nature, you must intercede with your deity (requiring you
to expend 500 XP) in order to expunge the subject’s burden. Many casters first
assign a subject of this sort a quest (see geas/quest) or similar
penance to determine whether the creature is truly contrite before casting the atonement
spell on its behalf.
Atonement
may be cast for one
of several purposes, depending on the version selected.
Reverse
Magical Alignment Change: If
a creature has had its alignment magically changed, atonement returns
its alignment to its original status at no cost in experience points.
Restore
Class: A paladin who
has lost her class features due to committing an evil act may have her
paladinhood restored to her by this spell.
Restore
Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by
incurring the anger of his or her deity may regain that ability by seeking atonement
from another cleric of the same deity or another druid. If the
transgression was intentional, the casting cleric loses 500 XP for his
intercession. If the transgression was unintentional, he does not lose XP.
Redemption
or Temptation: You
may cast this spell upon a creature of an opposing alignment in order to offer
it a chance to change its alignment to match yours. The prospective subject
must be present for the entire casting process. Upon completion of the spell,
the subject freely chooses whether it retains its original alignment or
acquiesces to your offer and changes to your alignment. No duress, compulsion,
or magical influence can force the subject to take advantage of the opportunity
offered if it is unwilling to abandon its old alignment. This use of the spell
does not work on outsiders or any creature incapable of changing its alignment
naturally.
Though the
spell description refers to evil acts, atonement can also be used on any
creature that has performed acts against its alignment, whether those acts are
evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to
the player. This use of atonement simply offers a believable way for a
character to change his or her alignment drastically, suddenly, and
definitively.
Material
Component: Burning
incense.
Focus: In addition to your holy symbol or
normal divine focus, you need a set of prayer beads (or other prayer device,
such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a
creature whose guilt was the result of deliberate acts, the cost to you is 500
XP per casting (see above).
Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting
Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
An augury
can tell you whether a particular action will bring good or bad results for
you in the immediate future.
The base
chance for receiving a meaningful reply is 70% + 1% per caster level, to a
maximum of 90%; this roll is made secretly. A question may be so
straightforward that a successful result is automatic, or so vague as to have
no chance of success. If the augury succeeds, you get one of four
results:
• Weal (if the action will probably
bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don’t have
especially good or bad results).
If the spell
fails, you get the “nothing” result. A cleric who gets the “nothing” result has
no way to tell whether it was the consequence of a failed or successful augury.
The augury
can see into the future only about half an hour, so anything that might
happen after that does not affect the result. Thus, the result might not take
into account the long-term consequences of a contemplated action. All auguries
cast by the same person about the same topic use the same dice result as
the first casting.
Material
Component: Incense
worth at least 25 gp.
Focus: A set of marked sticks, bones, or
similar tokens of at least 25 gp value.
Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting
Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
You awaken a
tree or animal to humanlike sentience. To succeed, you must make a Will save
(DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened
animal or tree is friendly toward you. You have no special empathy or
connection with a creature you awaken, although it serves you in specific tasks
or endeavors if you communicate your desires to it.
An awakened
tree has characteristics as if it were an animated object, except that it
gains the plant type and its Intelligence, Wisdom, and Charisma scores are each
3d6. An awakened plant gains the ability to move its limbs, roots,
vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened
animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes
magical beast (augmented animal). An awakened animal can’t serve as an animal
companion, familiar, or special mount.
An awakened
tree or animal can speak one language that you know, plus one additional
language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving
Throw: Fortitude
negates, Will partial; see text
Spell
Resistance: Yes
As
polymorph, except that you change the subject into a Small or smaller
animal of no more than 1 HD. If the new form would prove fatal to the creature the
subject gets a +4 bonus on the save.
If the spell
succeeds, the subject must also make a Will save. If this second save fails,
the creature loses its extraordinary, supernatural, and spell-like abilities,
loses its ability to cast spells (if it had the ability), and gains the
alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of
its new form in place of its own. It still retains its class and level (or HD),
as well as all benefits deriving therefrom (such as base attack bonus, base
save bonuses, and hit points). It retains any class features (other than
spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Bane
Enchantment
(Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving
Throw:Will negates
Spell
Resistance: Yes
Bane fills your enemies with fear and
doubt. Each affected creature takes a –1 penalty on attack rolls and a –1
penalty on saving throws against fear effects.
Bane counters and dispels bless.
Banishment
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures,
no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
A banishment
spell is a more powerful version of the dismissal spell. It enables
you to force extraplanar creatures out of your home plane. As many as 2 Hit
Dice of creatures per caster level can be banished.
You can
improve the spell’s chance of success by presenting at least one object or
substance that the target hates, fears, or otherwise opposes. For each such
object or substance, you gain a +1 bonus on your caster level check to overcome
the target’s spell resistance (if any), the saving throw DC increases by 2.
Certain rare
items might work twice as well as a normal item for the purpose of the bonuses
(each providing a +2 bonus on the caster level check against spell resistance
and increasing the save DC by 4).
Arcane
Focus: Any item that
is distasteful to the subject (optional, see above).
Barkskin
Transmutation
Level: Drd 2, Rgr 2, Plant 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Barkskin toughens a creature’s skin. The
effect grants a +2 enhancement bonus to the creature’s existing natural armor
bonus. This enhancement bonus increases by 1 for every three caster levels
above 3rd, to a maximum of +5 at caster level 12th.
The
enhancement bonus provided by barkskin stacks with the target’s natural
armor bonus, but not with other enhancement bonuses to natural armor. A
creature without natural armor has an effective natural armor bonus of +0.
Battle Prayer
Enchantment (Compulsion) [Mind-Affecting]
Level: Battle 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 400 ft
Area: All allies and foes within a 400-ft.-radius burst centered on you
Duration: 1 minute/level
This spell has the same affect as prayer, except that it lasts longer
and covers a wider area
Bear’s Endurance
Transmutation
Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
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
The affected
creature gains greater vitality and stamina. The spell grants the subject a +4
enhancement bonus to Constitution, which adds the usual benefits to hit points,
Fortitude saves, Constitution checks, and so forth.
Hit points
gained by a temporary increase in Constitution score are not temporary hit points.
They go away when the subject’s Constitution drops back to normal. They are not
lost first as temporary hit points are.
Bear’s Endurance, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Mass bear ’s endurance works like bear ’s endurance, except that it affects
multiple creatures.
Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving
Throw: Will negates
Spell
Resistance: Yes
You place a
curse on the subject. Choose one of the following three effects.
• –6 decrease to an ability score
(minimum 1).
• –4 penalty on attack rolls, saves,
ability checks, and skill checks.
• Each turn, the target has a 50%
chance to act normally; otherwise, it takes no action.
You may also
invent your own curse, but it should be no more powerful than those described
above.
The curse
bestowed by this spell cannot be dispelled, but it can be removed with a break
enchantment, limited wish, miracle, remove curse, or wish
spell.
Bestow
curse counters remove
curse.
Binding
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: One minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
A binding
spell creates a magical restraint to hold a creature. The target gets an
initial saving throw only if its Hit Dice equal at least one-half your caster
level.
You may have
as many as six assistants help you with the spell. For each assistant who casts
suggestion, your caster level for this casting of binding increases
by 1. For each assistant who casts dominate animal, dominate person, or dominate
monster, your caster level for this casting of binding increases by
a number equal to one-third of that assistant’s level, provided that the
spell’s target is appropriate for a binding spell. Since the assistants’
spells are cast simply to improve your caster level for the purpose of the binding
spell, saving throws and spell resistance against the assistants’ spells
are irrelevant. Your caster level determines whether the target gets an initial
Will saving throw and how long the binding lasts. All binding spells
are dismissible.
Regardless
of the version of binding you cast, you can specify triggering
conditions that end the spell and release the creature whenever they occur.
These triggers can be as simple or elaborate as you desire, but the condition
must be reasonable and have a likelihood of coming to pass. The conditions 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, or hit points don’t qualify. Once the spell is cast, its triggering
conditions cannot be changed. Setting a release condition increases the save DC
(assuming a saving throw is allowed) by 2.
If you are
casting any of the first three versions of binding (those with limited
durations), you may cast additional binding spells to prolong the
effect, since the durations overlap. If you do so, the target gets a saving
throw at the end of the first spell’s duration, even if your caster level was
high enough to disallow an initial saving throw. If the creature succeeds on
this save, all the binding spells it has received are broken.
The binding
spell has six versions. Choose one of the following versions when you cast
the spell.
Chaining:
The subject is
confined by restraints that generate an antipathy spell affecting all
creatures who approach the subject, except you. The
duration is one year per caster level. The subject of this form of binding is
confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to
become comatose for as long as one year per caster level. The subject does not
need to eat or drink while slumbering, nor does it age. This form of binding
is more difficult to cast than chaining, making it slightly easier
to resist. Reduce the spell’s save DC by 1.
Bound Slumber: This combination of chaining and slumber lasts
for as long as one month per caster level. Reduce the save DC by 2.
Hedged
Prison: The subject
is transported to or otherwise brought within a confined area from which it
cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis:
The subject assumes
gaseous form, except for its head or face. It is held harmless in a jar or other
container, which may be transparent if you so choose. The creature remains
aware of its surroundings and can speak, but it cannot leave the container,
attack, or use any of its powers or abilities. The binding is permanent.
The subject does not need to breathe, eat, or drink while metamorphosed,
nor does it age. Reduce the save DC by 4.
Minimus
Containment: The
subject is shrunk to a height of 1 inch or even less and held within some gem,
jar, or similar object. The binding is permanent. The subject does not
need to breathe, eat, or drink while contained, nor does it age. Reduce
the save DC by 4.
You can’t
dispel a binding spell with dispel magic or a similar effect,
though an antimagic field or Mage’s disjunction affects it
normally. A bound extraplanar creature cannot be sent back to its home plane
due to dismissal, banishment, or a similar effect.
Components:
The components for a
binding spell vary according to the version of the spell, but they
always include a continuous chanting utterance read from the scroll or
spellbook page containing the spell, somatic gestures, and materials
appropriate to the form of binding used. These components can include
such items as miniature chains of special metals, soporific herbs of the rarest
sort (for slumber bindings), a bell jar of the finest crystal, and the
like.
In addition
to the specially made props suited to the specific type of binding (cost
500 gp), the spell requires opals worth at least 500 gp for each HD of the
target and a vellum depiction or carved statuette of the subject to be
captured.
Black Tentacles
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
conjures a field of rubbery black tentacles, each 10 feet long. These waving
members seem to spring forth from the earth, floor, or whatever surface is
underfoot—including water. They grasp and entwine around creatures that enter
the area, holding them fast and crushing them with great strength.
Every
creature within the area of the spell must make a grapple check, opposed by the
grapple check of the tentacles. Treat the tentacles attacking a particular
target as a Large creature with a base attack bonus
equal to your caster level and a Strength score of 19. Thus, its grapple check
modifier is equal to your caster level +8. The tentacles are immune to all
types of damage.
Once the
tentacles grapple an opponent, they may make a grapple check each round on your
turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to
crush the opponent until the spell ends or the opponent escapes.
Any creature
that enters the area of the spell is immediately attacked by the tentacles.
Even creatures who aren’t grappling with the tentacles
may move through the area at only half normal speed.
Material
Component: A piece
of tentacle from a giant octopus or a giant squid.
Blade Barrier
Evocation
[Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft.
long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft.
per two levels; either form 20 ft. high
Duration: 1 min./level
(D)
Saving
Throw: Reflex half
or Reflex negates; see text
Spell
Resistance: Yes
An immobile,
vertical curtain of whirling blades shaped of pure force springs into
existence. Any creature passing through the wall takes 1d6 points of damage per
caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke
the barrier so that it appears where creatures are, each creature takes damage
as if passing through the wall. Each such creature can avoid the wall (ending
up on the side of its choice) and thus take no damage by making a successful
Reflex save.
A blade
barrier provides cover (+4 bonus to AC, +2 bonus
on Reflex saves) against attacks made through it.
Blasphemy
Evocation
[Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Non-evil creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any non-evil
creature within the area of a blasphemy spell suffers the following ill
effects.
HD |
Effect |
Equal to
caster level |
Dazed |
Up to
caster level –1 |
Weakened,
dazed |
Up to
caster level –5 |
Paralyzed,
weakened, dazed |
Up to
caster level –10 |
Killed,
paralyzed, weakened, dazed |
The effects
are cumulative and concurrent.
No saving
throw is allowed against these effects.
Dazed: The creature can take no actions for
1 round, though it defends itself normally.
Weakened: The creature’s Strength score decreases by 2d6 points for 2d4
rounds.
Paralyzed:
The creature is
paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead
creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, non-evil extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the blasphemy. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose Hit Dice exceed your caster level are unaffected by blasphemy.
Bless
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 50 ft.
Area: The caster and all allies within a
50-ft. burst, centered on the caster
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(harmless)
Bless fills your allies with courage. Each
ally gains a +1 morale bonus on attack rolls and on saving throws against fear
effects.
Bless counters and dispels bane.
Bless Water
Transmutation
[Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting
Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This
transmutation imbues a flask (1 pint) of water with positive energy, turning it
into holy water.
Material
Component: 5 pounds
of powdered silver (worth 25 gp).
Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
This
transmutation makes a weapon strike true against evil foes. The weapon is
treated as having a +1 enhancement bonus for the purpose of bypassing the
damage reduction of evil creatures or striking evil incorporeal creatures
(though the spell doesn’t grant an actual enhancement bonus). The weapon also
becomes good, which means it can bypass the damage reduction of certain
creatures. (This effect overrides and suppresses any other alignment the weapon
might have.) Individual arrows or bolts can be transmuted, but affected
projectile weapons (such as bows) don’t confer the benefit to the projectiles
they shoot.
In addition,
all critical hit rolls against evil foes are automatically successful, so every
threat is a critical hit. This last effect does not apply to any weapon that
already has a magical effect related to critical hits, such as a keen weapon or
a vorpal sword.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Duration: Instantaneous
Saving
Throw: Fortitude
half; see text
Spell
Resistance: Yes
This spell
withers a single plant of any size. An affected plant creature takes 1d6 points
of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for
half damage. A plant that isn’t a creature doesn’t receive a save and
immediately withers and dies.
This spell
has no effect on the soil or surrounding plant life.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You call
upon the powers of unlife to render the subject blinded or deafened, as you
choose.
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
You “blink”
back and forth between the Material Plane and the Ethereal Plane. You look as
though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical
attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t
help opponents, since you’re ethereal and not merely invisible. If the attack
is capable of striking ethereal creatures, the miss chance is only 20% (for
concealment).
If the
attacker can see invisible creatures, the miss chance is also only 20%. (For an
attacker who can both see and strike ethereal creatures, there is no miss
chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes
go ethereal just as you are about to strike.
Any
individually targeted spell has a 50% chance to fail against you while you’re blinking
unless your attacker can target invisible, ethereal creatures. Your own
spells have a 20% chance to activate just as you go ethereal, in which case
they typically do not affect the Material Plane.
While blinking,
you take only half damage from area attacks (but full damage from those that
extend onto the Ethereal Plane). You strike as an invisible creature (with a +2
bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take
only half damage from falling, since you fall only while you are material.
While blinking,
you can step through (but not see through) solid objects. For each 5 feet of
solid material you walk through, there is a 50% chance that you become
material. If this occurs, you are shunted off to the nearest open space and
take 1d6 points of damage per 5 feet so traveled. You can move at only
three-quarters speed (because movement on the Ethereal Plane is at half speed,
and you spend about half your time there and half your time material.)
Since you
spend about half your time on the Ethereal Plane, you can see and even attack
ethereal creatures. You interact with ethereal creatures roughly the same way
you interact with material ones.
An ethereal
creature is invisible, incorporeal, and capable of moving in any direction,
even up or down. As an incorporeal creature, you can move through solid
objects, including living creatures.
An ethereal
creature can see and hear the Material Plane, but everything looks gray and
insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force
effects and abjurations affect you normally. Their effects extend onto the
Ethereal Plane from the Material Plane, but not vice versa. An ethereal
creature can’t attack material creatures, and spells you cast while ethereal
affect only other ethereal things. Certain material creatures or objects have
attacks or effects that work on the Ethereal Plane. Treat other ethereal
creatures and objects as material.
Blur
Illusion
(Glamer)
Level: Brd 2,Sor/Wiz
2
Components: V
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
(D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The
subject’s outline appears blurred, shifting and wavering. This distortion
grants the subject concealment (20% miss chance).
A see
invisibility spell does not counteract the blur effect, but a true
seeing spell does.
Opponents
that cannot see the subject ignore the spell’s effect (though fighting an
unseen opponent carries penalties of its own).
Boon
Conjuration (Creation)
Level: Prosperity 1
Components: V, S, XP
Casting Time:
Duration: Permanent
Saving Throw: None
Spell Resistance: No
80 marks or other coins of pure silver appear in your hand.
XP Cost: 20 XP.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz
5
Components: V, S
Casting
Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all
within 30 ft. of each other
Duration: Instantaneous
Saving
Throw: See text
Spell Resistance: No
This spell
frees victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect,
you make a caster level check (1d20 + caster level, maximum +15) against a DC
of 11 + caster level of the effect. Success means that the creature is free of
the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell
is one that cannot be dispelled by dispel magic, break enchantment works
only if that spell is 5th level or lower.
If the
effect comes from some permanent magic item break enchantment does not
remove the curse from the item, but it does frees the victim from the item’s
effects.
Bull’s Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2,
Strength 2
Components: V, S, M/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 subject
becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding
the usual benefits to melee attack rolls, melee damage rolls, and other uses of
the Strength modifier.
Arcane
Material Component: A
few hairs, or a pinch of dung, from a bull.
Bull’s Strength, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like bull’s strength, except that it affects multiple
creatures.
Burning Hands
Evocation
[Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Evocation
[Electricity]
Level: Drd 3
Components: V, S
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical
lines of lightning
Duration: 1 min./level
Saving
Throw: Reflex half
Spell
Resistance: Yes
Immediately
upon completion of the spell, and once per round thereafter, you may call down
a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points
of electricity damage. The bolt of lightning flashes down in a vertical stroke
at whatever target point you choose within the spell’s range (measured from your
position at the time). Any creature in the target square or in the path of the
bolt is affected.
You need not
call a bolt of lightning immediately; other actions, even spellcasting, can be
performed. However, each round after the first you may use a standard action
(concentrating on the spell) to call a bolt. You may call a total number of
bolts equal to your caster level (maximum 10 bolts).
If you are
outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy
conditions, or even a tornado (including a whirlwind formed by a djinni or an
air elemental of at least Large size)—each bolt deals 3d10 points of
electricity damage instead of 3d6.
This spell
functions indoors or underground but not underwater.
Call Lightning Storm
Evocation [Electricity]
Level: Drd 5
Range: Long (400 ft. + 40 ft./level)
This spell
functions like call lightning, except that each bolt deals 5d6 points of
electricity damage (or 5d10 if created outdoors in a stormy area), and you may
call a maximum of 15 bolts.
Calm Animals
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
soothes and quiets animals, rendering them docile and harmless. Only ordinary
animals (those with Intelligence scores of 1 or 2) can be affected by this
spell. All the subjects must be of the same kind, and no two may be more than
30 feet apart. The maximum number of Hit Dice of animals you can affect is
equal to 2d4 + caster level. A dire animal or an animal trained to attack or
guard is allowed a saving throw; other animals are not.
The affected
creatures remain where they are and do not attack or flee. They are not
helpless and defend themselves normally if attacked. Any threat breaks the
spell on the threatened creatures.
Calm Emotions
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level
(D)
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
calms agitated creatures. You have no control over the affected creatures, but calm
emotions can stop raging creatures from fighting or joyous ones from
reveling. Creatures so affected cannot take violent actions (although they can
defend themselves) or do anything destructive. Any
aggressive action against or damage dealt to a calmed creature immediately
breaks the spell on all calmed creatures.
This spell
automatically suppresses (but does not dispel) any morale bonuses granted by
spells such as bless, good hope, and rage, as well as negating a
bard’s ability to inspire courage or a barbarian’s rage ability. It also
suppresses any fear effects and removes the confused condition from all
targets. While the spell lasts, a suppressed spell or effect has no
effect. When the calm emotions spell ends, the original spell or effect
takes hold of the creature again, provided that its duration has not expired in
the meantime.
Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
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
The
transmuted creature becomes more graceful, agile, and coordinated. The spell
grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC,
Reflex saves, and other uses of the Dexterity modifier.
Material
Component: A pinch
of cat fur.
Cat’s Grace, Mass
Transmutation
Level: Brd 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like cat’s grace, except that it affects multiple creatures.
Cause Fear
Necromancy
[Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer
HD
Duration: 1d4 rounds or 1 round; see text
Saving
Throw: Will partial
Spell
Resistance: Yes
The affected
creature becomes frightened. If the subject succeeds on a Will save, it is
shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this
effect.
Cause
fear counters and
dispels remove fear.
Celestial Vision
Conjuration (Creation)
Level: Wisdom 9, (Sor/Wiz 9, see spell description)
Components: V, S, DF
Casting Time:
Target: You
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
For a brief moment, the caster not only sees all things in the universe, he
gains a divine level understanding of them. This spell combines the spells discern
lies, true seeing , and vision, and also grants a sacred
bonus of 2d6 points to the casters wisdom. More than this, he experiences a
change in consciousness that transcends his morality: “to see the sun and moon
and stars in their true form, and to understand the majesty of the gods”. The
transformation does not last beyond the spells duration, although the caster
will remember it, and insights gained under the spells effects become
incomprehensible after the spells expiration.
An arcane version of this spell is rumored to exist in the Egyptian Book of
Thoth.
Chain Lightning
Evocation
[Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one
secondary target/level (each of which must be within 30 ft. of the primary
target)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
This spell
creates an electrical discharge that begins as a single stroke commencing from
your fingertips. Unlike lightning bolt, chain lightning strikes
one object or creature initially, then arcs to other targets.
The bolt
deals 1d6 points of electricity damage per caster level (maximum 20d6) to the
primary target. After it strikes, lightning can arc to a number of secondary
targets equal to your caster level (maximum 20). The secondary bolts each
strike one target and deal half as much damage as the primary one did (rounded
down).
Each target
can attempt a Reflex saving throw for half damage. You choose secondary targets
as you like, but they must all be within 30 feet of the primary target, and no
target can be struck more than once. You can choose to affect fewer secondary
targets than the maximum.
Focus: A bit of fur; a piece of amber,
glass, or a crystal rod; plus one silver pin for each of your caster levels.
Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting
Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You change a
specially prepared quarterstaff into a Huge treantlike
creature, about 24 feet tall. When you plant the end of the staff in the ground
and speak a special command to conclude the casting of the spell, your staff
turns into a creature that looks and fights just like a treant. The
staff-treant defends you and obeys any spoken commands. However, it is by no
means a true treant; it cannot converse with actual treants or control trees.
If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder
and the staff is destroyed. Otherwise, the staff returns to its normal form
when the spell duration expires (or when the spell is dismissed), and it can be
used as the focus for another casting of the spell. The staff-treant is always
at full strength when created, despite any wounds it may have incurred the last
time it appeared.
Focus: The quarterstaff, which must be
specially prepared. The staff must be a sound limb cut from an ash, oak, or
yew, then cured, shaped, carved, and polished (a process requiring twenty-eight
days).
You cannot
adventure or engage in other strenuous activity during the shaping and carving
of the staff.
Chant
Conjuration (Creation)
Level: Music 1, Clr2, Pal2
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area: All allies and foes within a 30-ft. radius centered on you
Duration: Time of chanting; max. 5 minutes per level
Saving Throw: None
Spell Resistance: No
As long as you chant, you bring special favor upon your allies and bring disfavor
to your enemies. You and your allies gain a + 1 luck bonus on attack rolls,
weapon damage rolls, saves and skill checks while your foes suffer a -1 penalty
on such rolls. You must chant in a clear voice. Any interruption in your
chanting, such as a failed Concentration check, a silence spell or your speaking or casting another spell, ends the effect. As
an exception to the general rule, the effects of this spell stack with those of
a prayer spell if cast by a cleric of the same deity or order and alignment
during your chant.
Chaos Hammer
Evocation
[Chaotic]
Level: Chaos 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You unleash
chaotic power to smite your enemies. The power takes the form of a multicolored
explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic)
creatures are harmed by the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful
creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful
outsiders) and slows them for 1d6 rounds (see the slow spell). A
successful Will save reduces the damage by half and negates the slow effect.
The spell
deals only half damage against creatures who are
neither lawful nor chaotic, and they are not slowed. Such a creature can reduce
the damage by half again (down to one-quarter) with a successful Will save.
Charm Animal
Enchantment
(Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This spell
functions like charm person, except that it affects a creature of the
animal type.
Charm Monster
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This spell
functions like charm person, except that the effect is not restricted by
creature type or size.
Charm Monster, Mass
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
Duration: One day/level
This spell
functions like charm monster, except that mass charm monster affects
a number of creatures whose combined HD do not exceed
twice your level, or at least one creature regardless of HD. If there are more
potential targets than you can affect, you choose them one at a time until you
choose a creature with too many HD.
Charm Person
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This charm
makes a humanoid creature regard you as its trusted friend and ally (treat the
target’s attitude as friendly). If the creature is currently being threatened
or attacked by you or your allies, however, it receives a +5 bonus on its
saving throw.
The spell
does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions
in the most favorable way. You can try to give the subject orders, but you must
win an opposed Charisma check to convince it to do anything it wouldn’t
ordinarily do. (Retries are not allowed.) An affected creature never obeys
suicidal or obviously harmful orders, but it might be convinced that something
very dangerous is worth doing. Any act
by you or your apparent allies that threatens the charmed person breaks
the spell. You must speak the person’s language to communicate your commands,
or else be good at pantomiming.
Chill Metal
Transmutation
[Cold]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per
two levels, no two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Chill
metal makes metal
extremely cold. Unattended, nonmagical metal gets no saving throw. Magical
metal is allowed a saving throw against the spell. An item in a creature’s
possession uses the creature’s saving throw bonus unless its own is higher.
A creature
takes cold damage if its equipment is chilled. It takes full damage if its
armor is affected or if it is holding, touching, wearing, or carrying metal
weighing one-fifth of its weight. The creature takes minimum damage (1 point or
2 points; see the table) if it’s not wearing metal armor and the metal that
it’s carrying weighs less than one-fifth of its weight.
On the first
round of the spell, the metal becomes chilly and uncomfortable to touch but
deals no damage. The same effect also occurs on the last round of the spell’s duration.
During the second (and also the next-to-last) round, icy coldness causes pain
and damage. In the third, fourth, and fifth rounds, the metal is freezing cold,
causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Cold |
None |
2 |
Icy |
1d4 points |
3–5 |
Freezing |
2d4 points |
6 |
Icy |
1d4 points |
7 |
Cold |
None |
Any heat
intense enough to damage the creature negates cold damage from the spell (and
vice versa) on a point-for-point basis. Underwater, chill metal deals no
damage, but ice immediately forms around the affected metal, making it more
buoyant.
Chill
metal counters and
dispels heat metal.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Targets: Creature or creatures touched (up to
one/level)
Duration: Instantaneous
Saving
Throw: Fortitude
partial or Will negates; see text
Spell
Resistance: Yes
A touch from
your hand, which glows with blue energy, disrupts the life force of living
creatures. Each touch channels negative energy that deals 1d6 points of damage.
The touched creature also takes 1 point of Strength damage unless it makes a
successful Fortitude saving throw. You can use this melee touch attack up to
one time per level.
An undead
creature you touch takes no damage of either sort, but it must make a
successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per
caster level.
Circle of Death
Necromancy
[Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a
40-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
A circle
of death snuffs out the life force of living creatures, killing them
instantly.
The spell
slays 1d4 HD worth of living creatures per caster level (maximum 20d4).
Creatures with the fewest HD are affected first; among creatures with equal HD,
those who are closest to the burst’s point of origin are affected first. No
creature of 9 or more HD can be affected, and Hit Dice that are not sufficient
to affect a creature are wasted.
Material
Component: The
powder of a crushed black pearl with a minimum value of 500 gp.
Clairaudience/Clairvoyance
Divination
(Scrying)
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
Clairaudience/clairvoyance
creates an invisible
magical sensor at a specific location that enables you to hear or see (your
choice) almost as if you were there. You don’t need line of sight or line of
effect, but the locale must be known—a place familiar to you or an obvious one.
Once you have selected the locale, the sensor doesn’t move, but you can rotate
it in all directions to view the area as desired. Unlike other scrying spells,
this spell does not allow magically or supernaturally enhanced senses to work
through it. If the chosen locale is magically dark, you see nothing. If it is naturally
pitch black, you can see in a 10- foot radius around the center of the spell’s
effect. Clairaudience/clairvoyance functions only on the plane of
existence you are currently occupying.
Arcane
Focus: A small horn
(for hearing) or a glass eye (for seeing).
Clenched Fist
Evocation
[Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell
functions like interposing hand, except that the hand can interpose
itself, push, or strike one opponent that you select. The floating hand can
move as far as 60 feet and can attack in the same round. Since this hand is
directed by you, its ability to notice or attack invisible or concealed
creatures is no better than yours.
The hand
attacks once per round, and its attack bonus equals your caster level + your
Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer,
respectively), +11 for the hand’s Strength score (33), –1 for being Large. The
hand deals 1d8+11 points of damage on each attack, and any creature struck must
make a Fortitude save (against this spell’s save DC)
or be stunned for 1 round. Directing the spell to a new target is a move
action.
The clenched
fist can also interpose itself as interposing hand does, or it can
bull rush an opponent as forceful hand does, but at a +15 bonus on the
Strength check.
Clerics who
cast this spell name it for their deities.
Arcane
Focus: A leather
glove.
Cloak of Chaos
Abjuration
[Chaotic]
Level: Chaos 8, Clr 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 random
pattern of color surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by lawful creatures, and causing lawful
creatures that strike the subjects to become confused. 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 law, the benefit of this spell applies
against all attacks, not just against attacks by lawful creatures.
Second, each
warded creature gains spell resistance 25 against lawful spells and spells cast
by lawful creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
law does.
Finally, if
a lawful creature succeeds on a melee attack against a warded creature, the
offending attacker is confused for 1 round (Will save negates, as with
the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some
sacred relic, such as a scrap of parchment from a chaotic text. The reliquary
costs at least 500 gp.
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
makes an inert duplicate of a creature. If the original individual has been
slain, its soul immediately transfers to the clone, creating a replacement
(provided that the soul is free and willing to return). The original’s physical
remains, should they still exist, become inert and cannot thereafter be
restored to life. If the original creature has reached the end of its natural
life span (that is, it has died of natural causes), any cloning attempt fails.
To create
the duplicate, you must have a piece of flesh (not hair, nails, scales, or the
like) with a volume of at least 1 cubic inch that was taken from the original
creature’s living body. The piece of flesh need not be fresh, but it must be
kept from rotting. Once the spell is cast, the duplicate must be grown in a
laboratory for 2d4 months.
When the
clone is completed, the original’s soul enters it immediately, if that creature
is already dead. The clone is physically identical with the original and
possesses the same personality and memories as the original. In other respects,
treat the clone as if it were the original character raised from the dead,
including the loss of one level or 2 points of Constitution (if the original
was a 1st-level character). If this Constitution adjustment would give the
clone a Constitution score of 0, the spell fails. If the original creature has
lost levels since the flesh sample was taken and died at a lower level than the
clone would otherwise be, the clone is one level below
the level at which the original died.
The spell
duplicates only the original’s body and mind, not its equipment.
A duplicate
can be grown while the original still lives, or when the original soul is unavailable,
but the resulting body is merely a soulless bit of inert flesh, which rots if
not preserved.
Material
Component: The piece
of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost
500 gp).
Cloudkill
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20
ft. high
Duration: 1 min./level
Saving
Throw: Fortitude
partial; see text
Spell
Resistance: No
This spell
generates a bank of fog, similar to a fog cloud, except that its vapors
are yellowish green and poisonous. These vapors automatically kill any living
creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is
slain unless it succeeds on a Fortitude save (in which
case it takes 1d4 points of Constitution damage on your turn each round while
in the cloud).
A living
creature with 6 or more HD takes 1d4 points of Constitution damage on your turn
each round while in the cloud (a successful Fortitude save halves this damage).
Holding one’s breath doesn’t help, but creatures immune to poison are
unaffected by the spell.
Unlike a fog
cloud, the cloudkill moves away from you at 10 feet per round,
rolling along the surface of the ground.
Figure out
the cloud’s new spread each round based on its new
point of origin, which is 10 feet farther away from the point of origin where
you cast the spell.
Because the
vapors are heavier than air, they sink to the lowest level of the land, even
pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it
be cast underwater.
Color Spray
Illusion
(Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
A vivid cone
of clashing colors springs forth from your hand, causing creatures to become
stunned, perhaps also blinded, and possibly knocking them unconscious.
Each
creature within the cone is affected according to its Hit Dice.
2 HD or
less: The creature
is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned
for 1d4 rounds, and then stunned for 1 round. (Only living creatures are
knocked unconscious.)
3 or 4
HD: The creature is
blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more
HD: The creature is
stunned for 1 round.
Sightless
creatures are not affected by color spray.
Material
Component: A pinch
each of powder or sand that is colored red, yellow, and blue.
Command
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving
Throw: Will negates
Spell
Resistance: Yes
You give the
subject a single command, which it obeys to the best of its ability at its
earliest opportunity. You may select from the following options.
Approach:
On its turn, the
subject moves toward you as quickly and directly as possible for 1 round. The
creature may do nothing but move during its turn, and it provokes attacks of
opportunity for this movement as normal.
Drop: On its turn, the subject drops
whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the
ground and remains prone for 1 round. It may act normally while prone but takes
any appropriate penalties.
Flee: On its turn, the subject moves away
from you as quickly as possible for 1 round. It may do nothing but move during
its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1
round. It may not take any actions but is not considered helpless.
If the
subject can’t carry out your command on its next turn, the spell automatically
fails.
Command, Greater
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level
This spell
functions like command, except that up to one creature per level may be
affected, and the activities continue beyond 1 round. At the start of each
commanded creature’s action after the first, it gets another Will save to
attempt to break free from the spell. Each creature must receive the same
command.
Command Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures,
no two of which can be more than 30 ft. apart
Duration: One day/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
allows you some degree of control over one or more plant creatures. Affected
plant creatures can understand you, and they perceive your words and actions in
the most favorable way (treat their attitude as friendly). They will not attack
you while the spell lasts. You can try to give a subject orders, but you must
win an opposed Charisma check to convince it to do anything it wouldn’t
ordinarily do. (Retries are not allowed.) A commanded plant never obeys
suicidal or obviously harmful orders, but it might be convinced that something
very dangerous is worth doing.
You can
affect a number of plant creatures whose combined level or HD do not exceed twice your level.
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
allows you some degree of control over an undead creature. Assuming the subject
is intelligent, it perceives your words and actions in the most favorable way
(treat its attitude as friendly). It will not attack you while the spell lasts.
You can try to give the subject orders, but you must win an opposed Charisma
check to convince it to do anything it wouldn’t ordinarily do. (Retries are not
allowed.) An intelligent commanded undead never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is
worth doing.
A
nonintelligent undead creature gets no saving throw against this spell. When
you control a mindless being, you can communicate only basic commands, such as
“come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent
undead won’t resist suicidal or obviously harmful orders.
Any act by
you or your apparent allies that threatens the commanded undead (regardless of
its Intelligence) breaks the spell.
Your
commands are not telepathic. The undead creature must be able to hear you.
Material
Component: A shred
of raw meat and a splinter of bone.
Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact
your deity—or agents thereof —and ask questions that can be answered by a
simple yes or no. (A cleric of no particular deity contacts a philosophically
allied deity.) You are allowed one such question per caster level. The answers
given are correct within the limits of the entity’s knowledge. “Unclear” is a
legitimate answer, because powerful beings of the Outer Planes are not
necessarily omniscient. In cases where a one-word answer would be misleading or
contrary to the deity’s interests, a short phrase (five words or less) may be
given as an answer instead.
The spell,
at best, provides information to aid character decisions. The entities
contacted structure their answers to further their own purposes. If you lag,
discuss the answers, or go off to do anything else, the spell ends.
Material
Component: Holy (or
unholy) water and incense.
XP Cost: 100 XP.
Commune with Nature
Divination
Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become
one with nature, attaining knowledge of the surrounding territory. You
instantly gain knowledge of as many as three facts from among the following
subjects: the ground or terrain, plants, minerals, bodies of water, people,
general animal population, presence of woodland creatures, presence of powerful
unnatural creatures, or even the general state of the natural setting.
In outdoor
settings, the spell operates in a radius of 1 mile per caster level. In natural
underground settings—caves, caverns, and the like—the radius is limited to 100
feet per caster level. The spell does not function where nature has been
replaced by construction or settlement, such as in dungeons and towns.
Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
You can
understand the spoken words of creatures or read otherwise incomprehensible
written messages. In either case, you must touch the creature or the writing.
The ability to read does not necessarily impart insight into the material,
merely its literal meaning. The spell enables you to understand or read an
unknown language, not speak or write it.
Written
material can be read at the rate of one page (250 words) per minute. Magical
writing cannot be read, though the spell reveals that it is magical. This spell
can be foiled by certain warding magic (such as the secret page and illusory
script spells). It does not decipher codes or reveal messages concealed in
otherwise normal text.
Comprehend
languages can be
made permanent with a permanency spell.
Arcane
Material Component: A
pinch of soot and a few grains of salt.
Cone of Cold
Evocation
[Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
Cone of
cold creates an area
of extreme cold, originating at your hand and extending outward in a cone. It
drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Arcane
Material Component: A
very small crystal or glass cone.
Confusion
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
burst
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
causes the targets to become confused, making them unable to independently
determine what they will do.
Roll on the
following table at the beginning of each subject’s turn each round to see what
the subject does in that round.
d% |
Behavior |
01–10 |
Attack
caster with melee or ranged weapons (or close with caster if attack is not
possible). |
11–20 |
Act
normally. |
21–50 |
Do nothing
but babble incoherently. |
51–70 |
Flee away
from caster at top possible speed. |
71–100 |
Attack
nearest creature (for this purpose, a familiar counts
as part of the subject’s self). |
A confused
character who can’t carry out the indicated action
does nothing but babble incoherently. Attackers are not at any special
advantage when attacking a confused character. Any confused character
who is attacked automatically attacks its attackers on
its next turn, as long as it is still confused when its turn comes. Note
that a confused character will not make attacks of opportunity against
any creature that it is not already devoted to attacking (either because of its
most recent action or because it has just been attacked).
Arcane
Material Component: A
set of three nut shells.
Confusion, Lesser
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
This spell
causes a single creature to become confused for 1 round. See the confusion
spell, above, to determine the exact effect on the subject.
Consecrate
Evocation
[Good]
Level: Clr 2
Components: V, S, M, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving
Throw: None
Spell
Resistance: No
This spell
blesses an area with positive energy. Each Charisma check made to turn undead
within this area gains a +3 sacred bonus. Every undead creature entering a consecrated
area suffers minor disruption, giving it a –1 penalty on attack rolls,
damage rolls, and saves. Undead cannot be created within or summoned into a consecrated
area.
If the consecrated
area contains an altar, shrine, or other permanent fixture dedicated to
your deity, pantheon, or aligned higher power, the modifiers
given above are doubled (+6 sacred bonus on turning checks, –2 penalties
for undead in the area). You cannot consecrate an area with a similar fixture
of a deity other than your own patron.
If the area
does contain an altar, shrine, or other permanent fixture of a deity, pantheon,
or higher power other than your patron, the consecrate spell instead
curses the area, cutting off its connection with the associated deity or power.
This secondary function, if used, does not also grant the bonuses and penalties
relating to undead, as given above.
Consecrate
counters and dispels
desecrate.
Material
Component: A vial of
holy water and 25 gp worth (5 pounds) of silver dust, all of which must be
sprinkled around the area.
Contact Other Plane
Divination
Level: Sor/Wiz 5
Components: V
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
You send
your mind to another plane of existence (an Elemental Plane or some plane
farther removed) in order to receive advice and information from powers there.
(See the accompanying table for possible consequences and results of the
attempt.) The powers reply in a language you understand, but they resent such
contact and give only brief answers to your questions. (All questions are
answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other
one-word answer.)
You must
concentrate on maintaining the spell (a standard action) in order to ask
questions at the rate of one per round. A question is answered by the power
during the same round. For every two caster levels, you may ask one question.
Contact with
minds far removed from your home plane increases the probability that you will
incur a decrease to Intelligence and Charisma, but the chance of the power
knowing the answer, as well as the probability of the entity answering
correctly, are likewise increased by moving to distant planes.
Once the
Outer Planes are reached, the power of the deity contacted determines the
effects. (Random results obtained from the table are subject to the
personalities of individual deities.)
On rare
occasions, this divination may be blocked by an act of certain deities or
forces.
Plane
Contacted |
Avoid
Int/Cha Decrease |
True
Answer |
Don’t
Know |
Lie |
Random
Answer |
Elemental
Plane |
DC 7/1
week |
01–34 |
35–62 |
63–83 |
84–100 |
(appropriate) |
(DC 7/1
week) |
(01–68) |
(69–75) |
(76–98) |
(99–100) |
Positive/Negative
Energy Plane |
DC 8/1
week |
01–39 |
40–65 |
66–86 |
87–100 |
Astral
Plane |
DC 9/1
week |
01–44 |
45–67 |
68–88 |
89–100 |
Outer
Plane, demideity |
DC 10/2
weeks |
01–49 |
50–70 |
71–91 |
92–100 |
Outer
Plane, lesser deity |
DC 12/3
weeks |
01–60 |
61–75 |
76–95 |
96–100 |
Outer
Plane, intermediate deity |
DC 14/4
weeks |
01–73 |
74–81 |
82–98 |
99–100 |
Outer
Plane, greater deity |
DC 16/5
weeks |
01–88 |
89–90 |
91–99 |
100 |
Avoid
Int/Cha Decrease: You
must succeed on an Intelligence check against this DC to avoid a decrease in
Intelligence and Charisma. If the check fails, your
Intelligence and Charisma scores each fall to 8 for the stated duration, and
you become unable to cast arcane spells. If you lose Intelligence and Charisma,
the effect strikes as soon as the first question is asked, and no answer is
received. (The entries in parentheses are for questions that pertain to the
appropriate Elemental Plane.)
Results
of a Successful Contact:
d% is rolled for the result shown on the table:
True
Answer: You get a
true, one-word answer. Questions that cannot be answered in this way are
answered randomly.
Don’t
Know: The entity
tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random
Answer: The entity
tries to lie but doesn’t know the answer, so it makes one up.
Contagion
Necromancy
[Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz
4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
The subject
contracts a disease selected from the table below, which strikes immediately
(no incubation period). The DC noted is for the subsequent saves (use contagion’s
normal save DC for the initial saving throw).
Disease |
DC |
Damage |
Blinding
sickness |
16 |
1d4 Str1 |
Cackle
fever |
16 |
1d6 |
Filth
fever |
12 |
1d3 Dex
and 1d3 Con |
Mindfire |
12 |
1d4 Int |
Red ache |
15 |
1d6 Str |
Shakes |
13 |
1d8 Dex |
Slimy doom |
14 |
1d4 Con |
1 Each
time a victim takes 2 or more points of Strength damage from blinding
sickness, he or she must make another Fortitude save
(using the disease’s save DC) or be permanently blinded. |
Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: At least 10
minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until
discharged
You can
place another spell upon your person so that it comes into effect under some
condition you dictate when casting contingency. The contingency spell
and the companion spell are cast at the same time. The 10-minute casting time
is the minimum total for both castings; if the companion spell has a casting
time longer than 10 minutes, use that instead.
The spell to
be brought into effect by the contingency must be one that affects your
person and be of a spell level no higher than one-third your caster level
(rounded down, maximum 6th level).
The
conditions needed to bring the spell into effect must be clear, although they
can be general. In all cases, the contingency immediately brings into
effect the companion spell, the latter being “cast” instantaneously when the
prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the whole spell combination (contingency and the companion
magic) may fail when called on. The companion spell occurs based solely on the
stated conditions, regardless of whether you want it to.
You can use
only one contingency spell at a time; if a second is cast, the first one
(if still active) is dispelled.
Material
Component: That of the companion spell, plus quicksilver and an eyelash of
an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from
elephant ivory and decorated with gems (worth at least 1,500 gp). You must
carry the focus for the contingency to work.
Continual Flame
Evocation
[Light]
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving
Throw: None
Spell
Resistance: No
A flame,
equivalent in brightness to a torch, springs forth from an object that you
touch. The effect looks like a regular flame, but it creates no heat and
doesn’t use oxygen. A continual flame can be covered and hidden but not
smothered or quenched.
Light spells
counter and dispel darkness spells of an equal or lower level.
Material
Component: You
sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Control Plants
Transmutation
Level: Drd 8, Plant 8
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures,
no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: No
This spell
enables you to control the actions of one or more plant creatures for a short
period of time. You command the creatures by voice and they understand you, no
matter what language you speak. Even if vocal communication is impossible the
controlled plants do not attack you. At the end of the spell, the subjects
revert to their normal behavior.
Suicidal or
self-destructive commands are simply ignored.
Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead
creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
enables you to command undead creatures for a short period of time. You command
them by voice and they understand you, no matter what language you speak. Even
if vocal communication is impossible the controlled undead do not attack you.
At the end of the spell, the subjects revert to their normal behavior.
Intelligent
undead creatures remember that you controlled them.
Material
Component: A small
piece of bone and a small piece of raw meat.
Control Water
Transmutation
[Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level
(D)
Saving
Throw: None; see
text
Spell
Resistance: No
Depending on
the version you choose, the control water spell raises or lowers water.
Lower
Water: This causes
water or similar liquid to reduce its depth by as much as 2 feet per caster
level (to a minimum depth of 1 inch). The water is lowered within a squarish
depression whose sides are up to caster level x 10 feet long. In extremely
large and deep bodies of water, such as a deep ocean, the spell creates a
whirlpool that sweeps ships and similar craft downward, putting them at risk
and rendering them unable to leave by normal movement for the duration of the
spell. When cast on water elementals and other water-based creatures, this
spell acts as a slow spell (Will negates). The spell has no effect on
other creatures.
Raise
Water: This causes
water or similar liquid to rise in height, just as the lower water version
causes it to lower. Boats raised in this way slide
down the sides of the hump that the spell creates. If the area affected by the
spell includes riverbanks, a beach, or other land nearby, the water can spill
over onto dry land.
With either
version, you may reduce one horizontal dimension by half and double the other
horizontal dimension.
Arcane
Material Component: A
drop of water (for raise water) or a pinch of dust (for lower water).
Control Weather
Transmutation
Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting
Time: 10 minutes;
see text
Range: 2 miles
Area: 2-mile-radius circle,
centered on you; see text
Duration: 4d12 hours; see text
Saving
Throw: None
Spell
Resistance: No
You change
the weather in the local area. It takes 10 minutes to cast the spell and an
additional 10 minutes for the effects to manifest. You can call forth
weather appropriate to the climate and season of the area you are in.
Season |
Possible
Weather |
Spring |
Tornado,
thunderstorm, sleet storm, or hot weather |
Summer |
Torrential
rain, heat wave, or hailstorm |
Autumn |
Hot or
cold weather, fog, or sleet |
Winter |
Frigid
cold, blizzard, or thaw |
Late
winter |
Hurricane-force
winds or early spring (coastal area) |
You control
the general tendencies of the weather, such as the direction and intensity of
the wind. You cannot control specific applications of the weather—where
lightning strikes, for example, or the exact path of a tornado. When you select
a certain weather condition to occur, the weather assumes that condition 10
minutes later (changing gradually, not abruptly). The weather continues as you
left it for the duration, or until you use a standard action to designate a new
kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions
are not possible simultaneously.
Control
weather can do away
with atmospheric phenomena (naturally occurring or otherwise) as well as create
them.
A druid
casting this spell doubles the duration and affects a circle with a 3-mile
radius.
Control Winds
Transmutation
[Air]
Level: Air 5, Drd 5
Components: V, S
Casting
Time: 1 standard
action
Range: 40 ft./level
Area: 40 ft./level
radius cylinder 40 ft. high
Duration: 10 min./level
Saving
Throw: Fortitude
negates
Spell
Resistance: No
You alter
wind force in the area surrounding you. You can make the wind blow in a certain
direction or manner, increase its strength, or decrease its strength. The new
wind direction and strength persist until the spell ends or until you choose to
alter your handiwork, which requires concentration. You may create an “eye” of
calm air up to 80 feet in diameter at the center of the area if you so desire,
and you may choose to limit the area to any cylindrical area less than your
full limit.
Wind
Direction: You may
choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center
outward in equal strength in all directions.
• An updraft blows from the outer edges
in toward the center in equal strength from all directions, veering upward
before impinging on the eye in the center.
• A rotation causes the winds to circle
the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to
blow in one direction across the entire area from one side to the other.
Wind Strength:
For every three
caster levels, you can increase or decrease wind strength by one level. Each
round on your turn, a creature in the wind must make a
Fortitude save or suffer the effect of being in the windy area.
Strong winds
(21+ mph) make sailing difficult.
A severe
wind (31+ mph) causes minor ship and building damage.
A windstorm
(51+ mph) drives most flying creatures from the skies, uproots small trees,
knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane
force winds (75+ mph) destroy wooden buildings, sometimes uproot even large
trees, and cause most ships to founder.
A tornado
(175+ mph) destroys all nonfortified buildings and often uproots large trees.
Create Food and Water
Conjuration
(Creation)
Level: Clr 3
Components: V, S
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three
humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving
Throw: None
Spell
Resistance: No
The food
that this spell creates is simple fare of your choice—highly nourishing, if
rather bland. Food so created decays and becomes inedible within 24 hours,
although it can be kept fresh for another 24 hours by casting a purify food
and water spell on it. The water created by this spell is just like clean
rain water, and it doesn’t go bad as the food does.
Create Greater Undead
Necromancy
[Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
This spell
functions like create undead, except that you can create more powerful and
intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The
type or types of undead you can create is based on your caster level, as shown
on the table below.
Caster
Level |
Undead
Created |
15th or
lower |
Shadow |
16th–17th |
Wraith |
18th–19th |
Spectre |
20th or
higher |
Devourer |
Create Object
Conjuration (Creation)
Level: Prosperity 4, Sor/Wiz 6
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: You create a normal object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You create a normal object of a type you have seen before. The object must be
non-magical, non-alchemical, non-living, weigh less then 50 pounds and be worth
no more than 1000 marks.
Material Component: A small hammer
XP Cost: 10 per 100 marks in value.
Create Object of Value
Conjuration (Creation)
Level: Prosperity 7, Sor/Wiz 8
Components: V, S, M, DF, XP
Duration: Permanent
This spell functions as create object except that you can create any
kind of nonliving object weighing up to 1000 pounds and worth up to 10,000
marks, as long as you have seen that type of object before.
Material Component: A small hammer
XP Cost: 10 per 100 marks in value.
Create Undead
Necromancy
[Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
A much more
potent spell than animate dead, this evil spell allows you to create
more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or
types of undead you can create is based on your caster level, as shown on the
table below.
Caster Level |
Undead Created |
11th or
lower |
Ghoul |
12th–14th |
Ghast |
15th–17th |
Mummy |
18th or
higher |
Mohrg |
You may
create less powerful undead than your level would allow if you choose. Created
undead are not automatically under the control of their animator. If you are
capable of commanding undead, you may attempt to command the undead creature as
it forms.
This spell
must be cast at night.
Material
Component: A clay
pot filled with grave dirt and another filled with brackish water. The spell
must be cast on a dead body. You must place a black onyx gem worth at least 50
gp per HD of the undead to be created into the mouth or eye socket of each
corpse. The magic of the spell turns these gems into worthless shells.
Create Water
Conjuration
(Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
generates wholesome, drinkable water, just like clean rain water. Water can be
created in an area as small as will actually contain the liquid, or in an area
three times as large—possibly creating a downpour or filling many small
receptacles.
Note: Conjuration spells can’t create
substances or objects within a creature. Water weighs about 8 pounds per
gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Creeping Doom
Conjuration
(Summoning)
Level: Drd 7
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two
levels
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
When you
utter the spell of creeping doom, you call forth a mass of centipede
swarms (one per two caster levels, to a maximum of ten swarms at 20th level),
which need not appear adjacent to one another.
You may
summon the centipede swarms so that they share the area of other creatures. The
swarms remain stationary, attacking any creatures in their area, unless you
command the creeping doom to move (a standard action). As a standard action,
you can command any number of the swarms to move toward any prey within 100
feet of you. You cannot command any swarm to move more than 100 feet away from
you, and if you move more than 100 feet from any swarm, that swarm remains
stationary, attacking any creatures in its area (but it can be commanded again
if you move within 100 feet).
Crushing Despair
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw:
Will negates
Spell
Resistance: Yes
An invisible
cone of despair causes great sadness in the subjects. Each affected creature
takes a –2 penalty on attack rolls, saving throws, ability checks, skill
checks, and weapon damage rolls.
Crushing
despair counters and
dispels good hope.
Material
Component: A vial of
tears.
Crushing Hand
Evocation
[Force]
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
This spell
functions like interposing hand, except that the hand can interpose
itself, push, or crush one opponent that you select.
The crushing
hand can grapple an opponent like grasping hand does. Its grapple
bonus equals your caster level + your Intelligence, Wisdom, or Charisma
modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s
Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage
(lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing
hand can also interpose itself as interposing hand does, or it can
bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing
the spell to a new target is a move action.
Clerics who
cast this spell name it for their deities.
Arcane
Material Component: The
shell of an egg.
Arcane
Focus: A glove of
snakeskin.
Cure Critical Wounds
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
This spell
functions like cure light wounds, except that it cures 4d8 points of
damage +1 point per caster level (maximum +20).
Cure Critical Wounds, Mass
Conjuration
(Healing)
Level: Clr 8, Drd 9, Healing 8
This spell
functions like mass cure light wounds, except that it cures 4d8 points
of damage +1 point per caster level (maximum +40).
Cure Light Wounds
Conjuration
(Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal
1, Rgr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half
(harmless); see text
Spell
Resistance: Yes
(harmless); see text
When laying
your hand upon a living creature, you channel positive energy that cures 1d8
points of damage +1 point per caster level (maximum +5).
Since undead
are powered by negative energy, this spell deals damage to them instead of
curing their wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.
Cure Light Wounds, Mass
Conjuration
(Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will half
(harmless) or Will half; see text
Spell
Resistance: Yes
(harmless) or Yes; see text
You channel
positive energy to cure 1d8 points of damage +1 point per caster level (maximum
+25) in each selected creature.
Like other cure
spells, mass cure light wounds deals damage to undead in its area
rather than curing them. Each affected undead may attempt a Will save for half
damage.
Cure Minor Wounds
Conjuration
(Healing)
Level: Clr 0, Drd 0
This spell
functions like cure light wounds, except that it cures only 1 point of
damage.
Cure Moderate Wounds
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal
3, Rgr 3
This spell
functions like cure light wounds, except that it cures 2d8 points of
damage +1 point per caster level (maximum +10).
Cure Moderate Wounds, Mass
Conjuration
(Healing)
Level: Brd 6, Clr 6, Drd 7
This spell
functions like mass cure light wounds, except that it cures 2d8 points
of damage +1 point per caster level (maximum +30).
Cure Serious Wounds
Conjuration
(Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4,
Healing 3
This spell
functions like cure light wounds, except that it cures 3d8 points of
damage +1 point per caster level (maximum +15).
Cure Serious Wounds, Mass
Conjuration
(Healing)
Level: Clr 7, Drd 8
This spell
functions like mass cure light wounds, except that it cures 3d8 points
of damage +1 point per caster level (maximum +35).
Curse Water
Necromancy
[Evil]
Level: Clr 1
Components: V, S, M
Casting
Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
imbues a flask (1 pint) of water with negative energy, turning it into unholy
water. Unholy water damages good outsiders the way holy water damages undead
and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).
Evocation
[Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-
ft.-radius area
Duration: 1 minute (D)
Saving
Throw: None
Spell
Resistance: No
Depending on
the version selected, you create up to four lights that resemble lanterns or
torches (and cast that amount of light), or up to four glowing spheres of light
(which look like will-o’-wisps), or one faintly glowing, vaguely humanoid
shape. The dancing lights must stay within a 10-foot-radius area in
relation to each other but otherwise move as you desire (no concentration
required): forward or back, up or down, straight or turning corners, or the
like. The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell’s range.
Dancing
lights can be made
permanent with a permanency spell.
Darkness
Evocation
[Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
This spell
causes an object to radiate shadowy illumination out to a 20-foot radius. All
creatures in the area gain concealment (20% miss chance). Even creatures that
can normally see in such conditions (such as with darkvision or low-light
vision) have the miss chance in an area shrouded in magical darkness.
Normal
lights (torches, candles, lanterns, and so forth) are incapable of brightening
the area, as are light spells of lower level. Higher level light spells are not
affected by darkness.
If darkness
is cast on a small object that is then placed inside or under a lightproof
covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell
of equal or lower spell level.
Arcane
Material Component: A
bit of bat fur and either a drop of pitch or a piece of coal.
Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
gains the ability to see 60 feet even in total darkness. Darkvision is black
and white only but otherwise like normal sight. Darkvision does not
grant one the ability to see in magical darkness.
Darkvision
can be made
permanent with a permanency spell.
Material
Component: Either a
pinch of dried carrot or an agate.
Daylight
Evocation
[Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz
3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
The object
touched sheds light as bright as full daylight in a 60-foot radius, and dim
light for an additional 60 feet beyond that. Creatures that take penalties in
bright light also take them while within the radius of this magical light.
Despite its name, this spell is not the equivalent of daylight for the purposes
of creatures that are damaged or destroyed by bright light.
If daylight
is cast on a small object that is then placed inside or under a light-
proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical
darkness (or vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness
spell of equal or lower level, such as darkness.
Daze
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or
less
Duration: 1 round
Saving
Throw: Will negates
Spell
Resistance: Yes
This
enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so
that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed
subject is not stunned, so attackers get no special advantage against it.
Material
Component: A pinch
of wool or similar substance.
Daze Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature of 6 HD or less
This spell
functions like daze, but daze monster can affect any one living
creature of any type. Creatures of 7 or more HD are not affected.
Death Knell
Necromancy
[Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of
subject; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
You draw
forth the ebbing life force of a creature and use it to fuel your own power.
Upon casting this spell, you touch a living creature that has –1 or fewer hit
points. If the subject fails its saving throw, it dies, and you gain 1d8
temporary hit points and a +2 bonus to Strength. Additionally, your effective
caster level goes up by +1, improving spell effects dependent on caster level.
(This increase in effective caster level does not grant you access to more
spells.) These effects last for 10 minutes per HD of the subject creature.
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes (harmless)
The subject
is immune to all death spells, magical death effects, energy drain, and any
negative energy effects.
This spell
doesn’t remove negative levels that the subject has already gained, nor does it
affect the saving throw necessary 24 hours after gaining a negative level.
Death
ward does not
protect against other sorts of attacks even if those attacks might be lethal.
Deathwatch
Necromancy
[Evil]
Level: Clr 1
Components: V, S
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
Using the
foul sight granted by the powers of unlife, you can determine the condition of
creatures near death within the spell’s range. You instantly know whether each
creature within the area is dead, fragile (alive and wounded, with 3 or fewer
hit points left), fighting off death (alive with 4 or more hit points), undead,
or neither alive nor dead (such as a construct).
Deathwatch
sees through any
spell or ability that allows creatures to feign death.
Deep Slumber
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2 levels)
This spell
functions like sleep, except that it affects 10 HD of creatures.
Deeper Darkness
Evocation
[Darkness]
Level: Clr 3
Duration: One day/level (D)
This spell
functions like darkness, except that the object radiates shadowy
illumination in a 60-foot radius and the darkness lasts longer.
Daylight brought into an area of deeper
darkness (or vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas of effect.
Deeper
darkness counters
and dispels any light spell of equal or lower level, including daylight and
light.
Delay Poison
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The subject
becomes temporarily immune to poison. Any poison in its system or any poison to
which it is exposed during the spell’s duration does not affect the subject
until the spell’s duration has expired. Delay poison does not cure any
damage that poison may have already done.
Delayed Blast Fireball
Evocation
[Fire]
Level: Sor/Wiz 7
Duration: 5 rounds or less; see text
This spell
functions like fireball, except that it is more powerful and can
detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6
points of fire damage per caster level (maximum 20d6).
The glowing
bead created by delayed blast fireball can detonate immediately if you
desire, or you can choose to delay the burst for as many as 5 rounds. You
select the amount of delay upon completing the spell, and that time cannot
change once it has been set unless someone touches the bead (see below). If you
choose a delay, the glowing bead sits at its destination until it detonates. A
creature can pick up and hurl the bead as a thrown weapon (range increment 10
feet). If a creature handles and moves the bead within 1 round of its
detonation, there is a 25% chance that the bead detonates while being handled.
Demand
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving
Throw: Will partial
Spell
Resistance: Yes
This spell
functions like sending, but the message can also contain a suggestion
(see the suggestion spell), which the subject does its best to carry
out. A successful Will save negates the suggestion effect but not the
contact itself. The demand, if received, is understood even if the
subject’s Intelligence score is as low as 1. If the message is impossible or
meaningless according to the circumstances that exist for the subject at the
time the demand is issued, the message is understood but the suggestion
is ineffective.
The demand’s
message to the creature must be twenty-five words or less, including the suggestion.
The creature can also give a short reply immediately.
Material
Component: A short
piece of copper wire and some small part of the subject—a hair, a bit of nail,
or the like.
Desecrate
Evocation
[Evil]
Level: Clr 2, Evil 2
Components: V, S, M, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving
Throw: None
Spell
Resistance: Yes
This spell
imbues an area with negative energy. Each Charisma check made to turn undead
within this area takes a –3 profane penalty, and every undead creature entering
a desecrated area gains a +1 profane bonus on attack rolls, damage rolls,
and saving throws. An undead creature created within or summoned into such an
area gains +1 hit points per HD.
If the desecrated
area contains an altar, shrine, or other permanent fixture dedicated to
your deity or aligned higher power, the modifiers given above are doubled (–6
profane penalty on turning checks, +2 profane bonus and +2 hit points per HD
for undead in the area).
Furthermore,
anyone who casts animate dead within this area may create as many as
double the normal amount of undead (that is, 4 HD per caster level rather than
2 HD per caster level).
If the area
contains an altar, shrine, or other permanent fixture of a deity, pantheon, or
higher power other than your patron, the desecrate
spell instead curses the area, cutting off its connection with the
associated deity or power. This secondary function, if used, does not also
grant the bonuses and penalties relating to undead, as given above.
Desecrate
counters and dispels
consecrate.
Material
Component: A vial of
unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be
sprinkled around the area.
Destruction
Necromancy
[Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
This spell
instantly slays the subject and consumes its remains (but not its equipment and
possessions) utterly. If the target’s Fortitude saving throw succeeds, it
instead takes 10d6 points of damage. The only way to restore life to a
character who has failed to save against this spell is to use true
resurrection, a carefully worded wish spell followed by resurrection,
or miracle.
Focus: A special holy (or unholy) symbol of
silver marked with verses of anathema (cost 500 gp).
Detect Animals or Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You can
detect a particular kind of animal or plant in a cone emanating out from you in
whatever direction you face. You must think of a kind of animal or plant when
using the spell, but you can change the animal or plant kind each round. The
amount of information revealed depends on how long you search a particular area
or focus on a specific kind of animal or plant.
1st
Round: Presence or
absence of that kind of animal or plant in the area.
2nd
Round: Number of
individuals of the specified kind in the area, and the condition of the
healthiest specimen.
3rd
Round: The condition
(see below) and location of each individual present. If an animal or plant is
outside your line of sight, then you discern its direction but not its exact
location.
Conditions:
For purposes of this
spell, the categories of condition are as follows:
Normal: Has
at least 90% of full normal hit points, free of disease.
Fair: 30% to
90% of full normal hit points remaining.
Poor: Less
than 30% of full normal hit points remaining, afflicted with a disease, or
suffering from a debilitating injury.
Weak: 0 or
fewer hit points remaining, afflicted with a disease in the terminal stage, or
crippled.
If a
creature falls into more than one category, the spell indicates the weaker of
the two.
Each round
you can turn to detect a kind of animal or plant in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Chaos
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of chaotic
creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items,
and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Evil
Divination
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving
Throw: None
Spell
Resistance: No
You can
sense the presence of evil. The amount of information revealed depends on how
long you study a particular area or subject.
1st
Round: Presence or
absence of evil.
2nd
Round: Number of
evil auras (creatures, objects, or spells) in the area and the power of the
most potent evil aura present.
If you are
of good alignment, and the strongest evil aura’s power is overwhelming (see
below), and the HD or level of the aura’s source is at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The power and
location of each aura. If an aura is outside your line of sight, then you
discern its direction but not its exact location.
Aura
Power: An evil
aura’s power depends on the type of evil creature or object that you’re
detecting and its HD, caster level, or (in the case of
a cleric) class level; see the accompanying table. If an aura falls into more
than one strength category, the spell indicates the stronger of the two.
|
———————— Aura Power ———————— |
|||
Creature/Object |
Faint |
Moderate |
Strong |
Overwhelming |
Evil
creature1 (HD) |
10 or lower |
11–25 |
26–50 |
51 or higher |
Undead
(HD) |
2 or lower |
3–8 |
9–20 |
21 or higher |
Evil
outsider (HD) |
1 or lower |
2–4 |
5–10 |
11 or higher |
Cleric of
an evil deity 2 (class levels) |
1 |
2–4 |
5–10 |
11 or higher |
Evil magic
item or spell (caster level) |
2nd or lower |
3rd–8th |
9th–20th |
21st or higher |
1 Except for undead and outsiders, which have their own entries on the table. |
||||
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. |
Lingering
Aura: An evil aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a creature or magic item). If detect evil is
cast and directed at such a location, the spell indicates an aura strength of
dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
Original
Strength |
Duration of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Animals,
traps, poisons, and other potential perils are not evil, and as such this spell
does not detect them.
Each round,
you can turn to detect evil in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect Good
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of good
creatures, clerics or paladins of good deities, good spells, and good magic
items, and you are vulnerable to an overwhelming good aura if you are evil.
Healing potions, antidotes, and similar beneficial items are not good.
Detect Law
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of lawful creatures,
clerics of lawful deities, lawful spells, and lawful magic items, and you are
vulnerable to an overwhelming lawful aura if you are chaotic.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You detect
magical auras. The amount of information revealed depends on how long you study
a particular area or subject.
1st
Round: Presence or
absence of magical auras.
2nd
Round: Number of
different magical auras and the power of the most potent aura.
3rd
Round: The strength
and location of each aura. If the items or creatures bearing the auras are in
line of sight, you can make Spellcraft skill checks to determine the school of
magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 +
half caster level for a nonspell effect.)
Magical
areas, multiple types of magic, or strong local
magical emanations may distort or conceal weaker auras.
Aura
Strength: An aura’s
power depends on a spell’s functioning spell level or an item’s caster level.
If an aura falls into more than one category, detect magic indicates the
stronger of the two.
|
————————— Aura Power ————————— |
|||
Spell
or Object |
Faint |
Moderate |
Strong |
Overwhelming |
Functioning
spell (spell level) |
3rd or lower |
4th–6th |
7th–9th |
10th+ (deity-level) |
Magic item
(caster level) |
5th or lower |
6th–11th |
12th–20th |
21st+ (artifact) |
Lingering
Aura: A magical aura
lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and
directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends
on its original power:
Original
Strength |
Duration
of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Outsiders
and elementals are not magical in themselves, but if they are summoned, the
conjuration spell registers.
Each round,
you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect
magic can be made
permanent with a permanency spell.
Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz
0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or
Area: One creature,
one object, or a 5-ft. cube
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You
determine whether a creature, object, or area has been poisoned or is
poisonous. You can determine the exact type of poison with a DC 20 Wisdom
check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try
the Craft (alchemy) check prior to the Wisdom check.
The spell
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on
you
Duration: 24 hours
Saving
Throw: None
Spell
Resistance: No
You
immediately become aware of any attempt to observe you by means of a divination
(scrying) spell or effect. The spell’s area radiates from you and moves as you
move. You know the location of every magical sensor within the spell’s area.
If the
scrying attempt originates within the area, you also know its location;
otherwise, you and the scrier immediately make opposed caster level checks
(1d20 + caster level). If you at least match the scrier’s result, you get a
visual image of the scrier and an accurate sense of his or her direction and
distance from you.
Material
Component: A small
piece of mirror and a miniature brass hearing trumpet.
Detect Secret Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You can
detect secret doors, compartments, caches, and so forth. Only passages, doors,
or openings that have been specifically constructed to escape detection are
detected by this spell. The amount of information revealed depends on how long
you study a particular area or subject.
1st
Round: Presence or
absence of secret doors.
2nd
Round: Number of
secret doors and the location of each. If an aura is outside your line of
sight, then you discern its direction but not its exact location.
Each
Additional Round: The
mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving
Throw: None
Spell
Resistance: No
You can
detect simple pits, deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect
snares and pits does
detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or
unsafe walls of natural rock (a deadfall). However, it does not reveal other
potentially dangerous conditions. The spell does not detect magic traps (except
those that operate by pit, deadfall, or snaring; see the spell snare),
nor mechanically complex ones, nor those that have been rendered safe or
inactive.
The amount
of information revealed depends on how long you study a particular area.
1st
Round: Presence or
absence of hazards.
2nd
Round: Number of
hazards and the location of each. If a hazard is outside your line of sight,
then you discern its direction but not its exact location.
Each Additional
Round: The general
type and trigger for one particular hazard closely examined by you.
Each round,
you can turn to detect snares and pits in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect Thoughts
Divination
[Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: No
You detect
surface thoughts. The amount of information revealed depends on how long you
study a particular area or subject.
1st
Round: Presence or
absence of thoughts (from conscious creatures with Intelligence scores of 1 or
higher).
2nd
Round: Number of
thinking minds and the Intelligence score of each. If the highest Intelligence
is 26 or higher (and at least 10 points higher than your own Intelligence
score), you are stunned for 1 round and the spell ends. This spell does not let
you determine the location of the thinking minds if you can’t see the creatures
whose thoughts you are detecting.
3rd
Round: Surface
thoughts of any mind in the area. A target’s Will save prevents you from reading
its thoughts, and you must cast detect thoughts again
to have another chance. Creatures of animal intelligence (Int 1 or 2) have
simple, instinctual thoughts that you can pick up.
Each round,
you can turn to detect thoughts in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Arcane
Focus: A copper
piece.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level
(D)
Saving
Throw: None
Spell
Resistance: No
You can
detect the aura that surrounds undead creatures. The amount of information
revealed depends on how long you study a particular area.
1st
Round: Presence or
absence of undead auras.
2nd
Round: Number of
undead auras in the area and the strength of the strongest undead aura present.
If you are of good alignment, and the strongest undead aura’s strength is overwhelming
(see below), and the creature has HD of at least twice
your character level, you are stunned for 1 round and the spell ends.
3rd
Round: The strength
and location of each undead aura. If an aura is outside your line of sight,
then you discern its direction but not its exact location.
Aura
Strength: The
strength of an undead aura is determined by the HD of the undead creature, as
given on the following table:
HD |
Strength |
1 or lower |
Faint |
2–4 |
Moderate |
5–10 |
Strong |
11 or
higher |
Overwhelming |
Lingering
Aura: An undead aura
lingers after its original source is destroyed. If detect undead is cast
and directed at such a location, the spell indicates an aura strength of dim
(even weaker than a faint aura). How long the aura lingers at this dim level
depends on its original power:
Original Strength |
Duration of Lingering Aura |
Faint |
1d6 rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6 days |
Each round,
you can turn to detect undead in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Arcane
Material Component: A
bit of earth from a grave.
Dictum
Evocation
[Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Nonlawful creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any
nonlawful creature within the area of a dictum spell suffers the
following ill effects.
HD |
Effect |
Equal to
caster level |
Deafened |
Up to
caster level –1 |
Slowed,
deafened |
Up to
caster level –5 |
Paralyzed,
slowed, deafened |
Up to
caster level –10 |
Killed,
paralyzed, slowed, deafened |
The effects
are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The creature is
deafened for 1d4 rounds.
Slowed: The
creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed:
The creature is
paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead
creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, nonlawful extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the dictum. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by dictum.
Dimension Door
Conjuration
(Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other
touched willing creatures
Duration: Instantaneous
Saving
Throw: None and Will
negates (object)
Spell
Resistance: No and
Yes (object)
You
instantly transfer yourself from your current location to any other spot within
range. You always arrive at exactly the spot desired—whether by simply
visualizing the area or by stating direction. After using this spell, you can’t
take any other actions until your next turn. You can bring along objects as
long as their weight doesn’t exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or objects up to its
maximum load) or its equivalent per three caster levels. A Large creature
counts as two Medium creatures, a Huge creature counts
as two Large creatures, and so forth. All creatures to be transported must be
in contact with one another, and at least one of those creatures must be in
contact with you.
If you
arrive in a place that is already occupied by a solid body, you and each
creature traveling with you take 1d6 points of damage and are shunted to a
random open space on a suitable surface within 100 feet of the intended
location.
If there is
no free space within 100 feet, you and each creature traveling with you take an
additional 2d6 points of damage and are shunted to a free space within 1,000
feet. If there is no free space within 1,000 feet, you and each creature
travelling with you take an additional 4d6 points of damage and the spell
simply fails.
Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
(object)
A green ray
springs from your outstretched hand. You must make a ranged touch attack to hit
the target. Any creature or object struck by the ray is covered with a
shimmering emerald field that completely blocks extradimensional travel. Forms
of movement barred by a dimensional anchor include astral projection,
blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift,
shadow walk, teleport, and similar spell-like or psionic abilities. The
spell also prevents the use of a gate or teleportation circle for
the duration of the spell.
A dimensional
anchor does not interfere with the movement of creatures already in
ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning
spell.
Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on
a point in space
Duration: One day/level
Saving
Throw: None
Spell
Resistance: Yes
You create a
shimmering emerald barrier that completely blocks extradimensional travel.
Forms of movement barred include astral projection, blink, dimension door,
ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and
similar spell-like or psionic abilities. Once dimensional lock is in
place, extradimensional travel into or out of the area is not possible.
A dimensional
lock does not interfere with the movement of creatures already in ethereal
or astral form when the spell is cast, nor does it block extradimensional
perception or attack forms. Also, the spell does not prevent summoned creatures
from disappearing at the end of a summoning spell.
Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: See text
Target or
Area: See text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
This spell
has two versions.
Prune Growth: This version causes normal vegetation within long range (400
feet + 40 feet per level) to shrink to about one-third of their normal size,
becoming untangled and less bushy. The affected vegetation appears to have been carefully
pruned and trimmed.
At your
option, the area can be a 100- foot-radius circle, a 150-foot-radius
semicircle, or a 200-foot-radius quarter-circle.
You may also
designate portions of the area that are not affected.
Stunt
Growth: This version
targets normal plants within a range of 1/2 mile, reducing their potential
productivity over the course of the following year to one third below normal.
Diminish
plants counters plant
growth.
This spell
has no effect on plant creatures.
Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
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: Concentration, up to 1 round/level
Saving
Throw: Will negates
Spell
Resistance: No
Each round,
you concentrate on one subject, who must be within range. You know if the
subject deliberately and knowingly speaks a lie by discerning disturbances in
its aura caused by lying. The spell does not reveal the truth, uncover
unintentional inaccuracies, or necessarily reveal evasions.
Each round,
you may concentrate on a different subject.
Discern Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting
Time: 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
A discern
location spell is among the most powerful means of locating creatures or
objects. Nothing short of a mind blank spell or the direct intervention
of a deity keeps you from learning the exact location of a single individual or
object. Discern location circumvents normal means of protection from
scrying or location. The spell reveals the name of the creature or object’s
location (place, name, business name, building name, or the like), community,
county (or similar political division), country, continent, and the plane of
existence where the target lies.
To find a
creature with the spell, you must have seen the creature or have some item that
once belonged to it. To find an object, you must have touched it at least once.
Disguise Self
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
(D)
You make
yourself—including clothing, armor, weapons, and equipment—look different. You
can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change
your body type. Otherwise, the extent of the apparent change is up to you. You
could add or obscure a minor feature or look like an entirely different person.
The spell
does not provide the abilities or mannerisms of the chosen form, nor does it
alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment.
If you use
this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature
that interacts with the glamer gets a Will save to recognize it as an illusion.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw: Fortitude
partial (object)
Spell
Resistance: Yes
A thin,
green ray springs from your pointing finger. You must make a successful ranged
touch attack to hit. Any creature struck by the ray takes 2d6 points of damage
per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit
points by this spell is entirely disintegrated, leaving behind only a trace of
fine dust. A disintegrated creature’s equipment is unaffected.
When used
against an object, the ray simply disintegrates as much as one 10- foot cube of
nonliving matter. Thus, the spell disintegrates only part of any very large
object or structure targeted. The ray affects even objects constructed entirely
of force, such as forceful hand or a wall of force, but not
magical effects such as a globe of invulnerability or an antimagic
field.
A creature
or object that makes a successful Fortitude save is partially affected, taking
only 5d6 points of damage. If this damage reduces the creature or object to 0
or fewer hit points, it is entirely disintegrated.
Only the
first creature or object struck can be affected; that is, the ray affects only
one target per casting.
Arcane
Material Component: A
lodestone and a pinch of dust.
Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
This spell
forces an extraplanar creature back to its proper plane if it fails a special
Will save (DC = spell’s save DC – creature’s HD + your caster level). If the
spell is successful, the creature is instantly whisked away, but there is a 20%
chance of actually sending the subject to a plane other than its own.
Dispel Chaos
Abjuration
[Lawful]
Level: Clr 5, Law 5, Pal 4
This spell
functions like dispel evil, except that you are surrounded by constant,
blue, lawful energy, and the spell affects chaotic creatures and spells rather
than evil ones.
Dispel Evil
Abjuration
[Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target or
Targets: You and a
touched evil creature from another plane; or you and an enchantment or evil
spell on a touched creature or object
Duration: 1 round/level or until discharged,
whichever comes first
Saving
Throw: See text
Spell
Resistance: See text
Shimmering,
white, holy energy surrounds you. This power has three effects.
First, you
gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on
making a successful melee touch attack against an evil creature from another
plane, you can choose to drive that creature back to its home plane. The
creature can negate the effects with a successful Will save (spell resistance
applies). This use discharges and ends the spell.
Third, with
a touch you can automatically dispel any one enchantment spell cast by an evil
creature or any one evil spell. Exception: Spells that can’t be
dispelled by dispel magic also can’t be dispelled by dispel evil.
Saving throws and spell resistance do not apply to this effect. This use
discharges and ends the spell.
Dispel Good
Abjuration
[Evil]
Level: Clr 5, Evil 5
This spell
functions like dispel evil, except that you are surrounded by dark,
wavering, unholy energy, and the spell affects good creatures and spells rather
than evil ones.
Dispel Law
Abjuration
[Chaotic]
Level: Chaos 5, Clr 5
This spell
functions like dispel evil, except that you are surrounded by
flickering, yellow, chaotic energy, and the spell affects lawful creatures and
spells rather than evil ones.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3,
Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target or
Area: One
spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You can use dispel
magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing
spells (or at least their effects) within an area, or to counter another
spellcaster’s spell. A dispelled spell ends as if its duration had expired.
Some spells, as detailed in their descriptions, can’t be defeated by dispel
magic. Dispel magic can dispel (but not counter) spell-like effects
just as it does spells.
Note: The effect of a spell with an instantaneous
duration can’t be dispelled, because the magical effect is already over before
the dispel magic can take effect.
You choose
to use dispel magic in one of three ways: a targeted dispel, an area
dispel, or a counterspell:
Targeted
Dispel: One object,
creature, or spell is the target of the dispel
magic spell. You make a dispel check (1d20 + your
caster level, maximum +10) against the spell or against each ongoing spell
currently in effect on the object or creature. The DC for this
dispel check is 11 + the spell’s caster level. If you succeed on a
particular check, that spell is dispelled; if you fail, that spell remains in
effect.
If you
target an object or creature that is the effect of an ongoing spell (such as a
monster summoned by monster summoning), you make a dispel check to end
the spell that conjured the object or creature.
If the
object that you target is a magic item, you make a dispel check against the
item’s caster level. If you succeed, all the item’s magical properties are
suppressed for 1d4 rounds, after which the item recovers on its own. A
suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding) is temporarily
closed. A magic item’s physical properties are unchanged: A suppressed magic
sword is still a sword (a masterwork sword, in fact). Artifacts and deities are
unaffected by mortal magic such as this.
You
automatically succeed on your dispel check against any spell that you cast
yourself.
Area
Dispel: When dispel
magic is used in this way, the spell affects everything within a 20-foot
radius.
For each
creature within the area that is the subject of one or more spells, you make a
dispel check against the spell with the highest caster level. If that check
fails, you make dispel checks against progressively weaker spells until you
dispel one spell (which discharges the dispel
magic spell so far as that target is concerned) or until you fail all your
checks. The creature’s magic items are not affected.
For each
object within the area that is the target of one or more spells, you make
dispel checks as with creatures. Magic items are not affected by an area
dispel.
For each
ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel
check to dispel the spell.
For each
ongoing spell whose area overlaps that of the dispel
magic spell, you can make a dispel check to end the effect, but only within
the overlapping area.
If an object
or creature that is the effect of an ongoing spell (such as a monster summoned
by monster summoning) is in the area, you can make a dispel check to end
the spell that conjured that object or creature (returning it whence it came)
in addition to attempting to dispel spells targeting the creature or object.
You may
choose to automatically succeed on dispel checks against any spell that you
have cast.
Counterspell:
When dispel magic
is used in this way, the spell targets a spellcaster and is cast as a
counterspell. Unlike a true counterspell, however, dispel magic may not
work; you must make a dispel check to counter the other spellcaster’s spell.
Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell
functions like dispel magic, except that the maximum caster level on your
dispel check is +20 instead of +10.
Additionally,
greater dispel magic has a chance to dispel any effect that remove
curse can remove, even if dispel magic can’t dispel that effect.
Displacement
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
of this spell appears to be about 2 feet away from its true location. The
creature benefits from a 50% miss chance as if it had total concealment.
However, unlike actual total concealment, displacement does not prevent
enemies from targeting the creature normally. True seeing reveals its
true location.
Material
Component: A small
strip of leather twisted into a loop.
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You direct a
ray of positive energy. You must make a ranged touch attack to hit, and if the
ray hits an undead creature, it deals 1d6 points of damage to it.
Disrupting Weapon
Transmutation
Level: Clr 5
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving
Throw: Will negates
(harmless, object); see text
Spell
Resistance: Yes
(harmless, object)
This spell
makes a melee weapon deadly to undead. Any undead creature with HD equal to or
less than your caster level must succeed on a Will save or be destroyed utterly
if struck in combat with this weapon. Spell resistance does not apply against
the destruction effect.
Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury
but more powerful, a divination spell can provide you with a useful
piece of advice in reply to a question concerning a specific goal, event, or
activity that is to occur within one week. The advice can be as simple as a
short phrase, or it might take the form of a cryptic rhyme or omen. If your
party doesn’t act on the information, the conditions may change so that the
information is no longer useful. The base chance for a correct divination is
70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you
know the spell failed, unless specific magic yielding false information is at
work.
As with augury,
multiple divinations about the same topic by the same caster use the
same dice result as the first divination spell and yield the same answer
each time.
Material
Component: Incense
and a sacrificial offering appropriate to your religion, together worth at
least 25 gp.
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 minute
Calling upon
the strength and wisdom of a deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster levels you have (at least +1, maximum
+6). The bonus doesn’t apply to spell damage.
Divine Path
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 7, Wisdom 7
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This spell summons a sign to guide the caster on a divinely appointed path. The
sign can be as subtle as a path over rocky ground that appears slightly
smoother than alternative routes, or as blatant as a
pillar of cloud or flame that stays a constant distance ahead of the caster as
long as he keeps on the path.
Note that, unlike find the path, divine path leads the caster to an
unknown location: wherever it is that his god wants him to go.
Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon
the divine power of your patron, you imbue yourself with strength and skill in
combat. Your base attack bonus becomes equal to your character level (which may
give you additional attacks), you gain a +6 enhancement bonus to Strength, and
you gain 1 temporary hit point per caster level.
Divine
Warrior
Enchantment (Compulsion) [Mind-Affecting]
Level: Battle 9, Cleric 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No
This spell transforms a single creature into a divine champion. The recipient
gains a bonus on attack rolls, saves, damage, and skill checks equal to your
Wisdom modifier, immunity to fear effects, and temporary hit points equal to
your caster level plus your Wisdom modifier (maximum 26). The recipient also
does 1d10 in additional damage to opponents whose alignments are more than one
step from the caster.
Dominate Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
You can
enchant an animal and direct it with simple commands such as “Attack,” “Run,”
and “Fetch.” Suicidal or self-destructive commands (including an order to
attack a creature two or more size categories larger than the dominated animal)
are simply ignored.
Dominate
animal establishes a
mental link between you and the subject creature. The animal can be directed by
silent mental command as long as it remains in range. You need not see the
creature to control it. You do not receive direct sensory input from the
creature, but you know what it is experiencing. Because you are directing the
animal with your own intelligence, it may be able to undertake actions normally
beyond its own comprehension. You need not concentrate exclusively on
controlling the creature unless you are trying to direct it to do something it
normally couldn’t do. Changing your instructions or giving a dominated creature
a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
This spell
functions like dominate person, except that the spell is not restricted
by creature type.
Dominate Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving
Throw: Will negates
Spell
Resistance: Yes
You can
control the actions of any humanoid creature through a telepathic link that you
establish with the subject’s mind.
If you and
the subject have a common language, you can generally force the subject to
perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come here,”
“Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once you
have given a dominated creature a command, it continues to attempt to
carry out that command to the exclusion of all other activities except those
necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC 15 (rather
than DC 25) can determine that the subject’s behavior is being influenced by an
enchantment effect (see the Sense Motive skill description).
Changing
your instructions or giving a dominated creature a new command is the
equivalent of redirecting a spell, so it is a move action.
By
concentrating fully on the spell (a standard action), you can receive full
sensory input as interpreted by the mind of the subject, though it still can’t
communicate with you. You can’t actually see through the subject’s eyes, so
it’s not as good as being there yourself, but you still get a good idea of
what’s going on.
Subjects
resist this control, and any subject forced to take actions against its nature
receives a new saving throw with a +2 bonus. Obviously self-destructive orders
are not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same plane.
You need not see the subject to control it.
If you don’t
spend at least 1 round concentrating on the spell each day, the subject
receives a new saving throw to throw off the domination.
Protection
from evil or a
similar spell can prevent you from exercising control or using the telepathic
link while the subject is so warded, but such an effect neither prevents the
establishment of domination nor dispels it.
Doom
Necromancy
[Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
fills a single subject with a feeling of horrible dread that causes it to
become shaken.
Dream
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You, or a
messenger touched by you, sends a phantasmal message to others in the form of a
dream. At the beginning of the spell, you must name the recipient or identify
him or her by some title that leaves no doubt as to identity. The messenger
then enters a trance, appears in the intended recipient’s dream, and delivers
the message. The message can be of any length, and the recipient remembers it
perfectly upon waking. The communication is one-way. The recipient cannot ask
questions or offer information, nor can the messenger gain any information by
observing the dreams of the recipient.
Once the
message is delivered, the messenger’s mind returns instantly to its body. The
duration of the spell is the time required for the messenger to enter the
recipient’s dream and deliver the message.
If the
recipient is awake when the spell begins, the messenger can choose to wake up
(ending the spell) or remain in the trance. The messenger can remain in the
trance until the recipient goes to sleep, then enter the recipient’s dream and
deliver the message as normal. A messenger that is disturbed during the trance
comes awake, ending the spell.
Creatures who don’t sleep (such as elves, but not half-elves) or don’t
dream cannot be contacted by this spell.
The
messenger is unaware of its own surroundings or of the activities around it
while in the trance. It is defenseless both physically and mentally (always fails
any saving throw) while in the trance.
Transmutation
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The
transmuted creature becomes more poised, articulate, and personally forceful.
The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits
to Charisma-based skill checks and other uses of the Charisma modifier.
Sorcerers and bards (and other spellcasters who rely on Charisma) affected by
this spell do not gain any additional bonus spells for the increased Charisma,
but the save DCs for spells they cast while under this spell’s effect do
increase.
Arcane
Material Component: A
few feathers or a pinch of droppings from an eagle.
Eagle’s Splendor, Mass
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like eagle’s splendor, except that it affects multiple
creatures.
Earthquake
Evocation
[Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving
Throw: See text
Spell
Resistance: No
When you
cast earthquake, an intense but highly localized tremor rips the ground.
The shock knocks creatures down, collapses structures, opens cracks in the
ground, and more. The effect lasts for 1 round, during which time creatures on
the ground can’t move or attack. A spellcaster on the ground must make a
Concentration check (DC 20 + spell level) or lose any spell he or she tries to
cast. The earthquake affects all terrain, vegetation, structures, and creatures
in the area. The specific effect of an earthquake spell depends on the
nature of the terrain where it is cast.
Cave,
Cavern, or Tunnel: The
spell collapses the roof, dealing 8d6 points of bludgeoning damage to any
creature caught under the cave-in (Reflex DC 15 half ) and pinning that
creature beneath the rubble (see below). An earthquake cast on the roof
of a very large cavern could also endanger those outside the actual area but
below the falling debris.
Cliffs:
Earthquake causes a
cliff to crumble, creating a landslide that travels horizontally as far as it
fell vertically. Any creature in the path takes 8d6 points of bludgeoning
damage (Reflex DC 15 half ) and is pinned beneath the
rubble (see below).
Open Ground:
Each creature
standing in the area must make a DC 15 Reflex save or fall down. Fissures open
in the earth, and every creature on the ground has a 25% chance to fall into
one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind
shut, killing any creatures still trapped within.
Structure:
Any structure
standing on open ground takes 100 points of damage, enough to collapse a
typical wooden or masonry building, but not a structure built of stone or
reinforced masonry. Hardness does not reduce this damage, nor is it halved as
damage dealt to objects normally is. Any creature caught inside a collapsing
structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is
pinned beneath the rubble (see below).
River,
Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of
nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she
must make a DC 15 Constitution check or take 1d6 points of lethal damage each
minute thereafter until freed or dead.
Elemental Swarm
Conjuration
(Summoning) [see text]
Level: Air 9, Drd 9, Earth 9, Fire 9, Water
9
Components: V, S
Casting
Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no
two of which can be more than 30 ft. apart
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
This spell
opens a portal to an Elemental Plane and summons elementals from it. A druid
can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to
the plane matching his domain.
When the
spell is complete, 2d4 Large elementals appear. Ten
minutes later, 1d4 Huge elementals appear. Ten minutes
after that, one greater elemental appears. Each elemental has maximum hit
points per HD. Once these creatures appear, they serve you for the duration of
the spell.
The
elementals obey you explicitly and never attack you, even if someone else
manages to gain control over them. You do not need to concentrate to maintain
control over the elementals. You can dismiss them singly or in groups at any
time.
When you use
a summoning spell to summon an air, earth, fire, or water creature, it is a
spell of that type.
Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz
1, Sun 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
A creature
protected by endure elements suffers no harm from being in a hot or cold
environment. It can exist comfortably in conditions between –50 and 140 degrees
Fahrenheit without having to make Fortitude saves). The creature’s equipment is
likewise protected.
Endure
elements doesn’t
provide any protection from fire or cold damage, nor does it protect against
other environmental hazards such as smoke, lack of air, and so forth.
Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving
Throw: Fortitude
partial; see text for enervation
This spell
functions like enervation, except that the creature struck gains 2d4
negative levels, and the negative levels last longer.
There is no
saving throw to avoid gaining the negative levels, but 24 hours after gaining
them, the subject must make a Fortitude saving throw (DC = energy drain spell’s
save DC) for each negative level. If the save succeeds, that negative level is
removed. If it fails, the negative level also goes away, but one of the
subject’s character levels is permanently drained.
An undead
creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You point
your finger and utter the incantation, releasing a black ray of crackling
negative energy that suppresses the life force of any living creature it
strikes. You must make a ranged touch attack to hit. If the attack succeeds,
the subject gains 1d4 negative levels.
If the
subject has at least as many negative levels as HD, it dies. Each negative
level gives a creature a –1 penalty on attack rolls, saving throws, skill
checks, ability checks, and effective level (for determining the power,
duration, DC, and other details of spells or special abilities).
Additionally,
a spellcaster loses one spell or spell slot from his or her highest available
level. Negative levels stack.
Assuming the
subject survives, it regains lost levels after a number of hours equal to your
caster level (maximum 15 hours). Usually, negative levels have a chance of
permanently draining the victim’s levels, but the negative levels from enervation
don’t last long enough to do so.
An undead
creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level
(D)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
causes instant growth of a humanoid creature, doubling its height and
multiplying its weight by 8. This increase changes the creature’s size category
to the next larger one. The target gains a +2 size bonus to Strength, a –2 size
penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and
AC due to its increased size.
A humanoid
creature whose size increases to Large has a space of 10 feet and a natural
reach of 10 feet. This spell does not change the target’s speed.
If
insufficient room is available for the desired growth, the creature attains the
maximum possible size and may make a Strength check (using its increased
Strength) to burst any enclosures in the process. If it fails, it is
constrained without harm by the materials enclosing it— the spell cannot be
used to crush a creature by increasing its size.
All
equipment worn or carried by a creature is similarly enlarged by the spell.
Melee and projectile weapons affected by this spell deal more damage. Other
magical properties are not affected by this spell. Any enlarged item
that leaves an enlarged creature’s possession (including a projectile or
thrown weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage based on the size
of the weapon that fired them. Magical properties of enlarged items are
not increased by this spell.
Multiple
magical effects that increase size do not stack,.
Enlarge
person counters and
dispels reduce person.
Enlarge
person can be made
permanent with a permanency spell.
Material
Component: A pinch
of powdered iron.
Enlarge Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two
of which can be more than 30 ft. apart
This spell
functions like enlarge person, except that it affects multiple creatures.
Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level
(D)
Saving
Throw: Reflex
partial; see text
Spell
Resistance: No
Grasses,
weeds, bushes, and even trees wrap, twist, and entwine about creatures in the
area or those that enter the area, holding them fast and causing them to become
entangled. The creature can break free and move half its normal speed by using
a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist
check. A creature that succeeds on a Reflex save is not entangled but can still
move at only half speed through the area. Each round on your turn, the plants
once again attempt to entangle all creatures that have avoided or escaped
entanglement.
Note: The effects of the spell may be
altered somewhat, based on the nature of the entangling plants.
Enthrall
Enchantment
(Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting
Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
If you have
the attention of a group of creatures, you can use this spell to hold them
spellbound. To cast the spell, you must speak or sing without interruption for
1 full round. Thereafter, those affected give you their undivided attention,
ignoring their surroundings. They are considered to have an attitude of
friendly while under the effect of the spell. Any potentially affected creature
of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature
with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its
surroundings and has an attitude of indifferent. It gains a new saving throw if
it witnesses actions that it opposes.
The effect
lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled
by your words take no action while you speak or sing and for 1d3 rounds
thereafter while they discuss the topic or performance. Those entering the area
during the performance must also successfully save or become enthralled. The
speech ends (but the 1d3-round delay still applies) if you lose concentration
or do anything other than speak or sing.
If those not
enthralled have unfriendly or hostile attitudes toward you, they can
collectively make a Charisma check to try to end the spell by jeering and
heckling. For this check, use the Charisma bonus of the creature with the
highest Charisma in the group; others may make Charisma checks to assist. The
heckling ends the spell if this check result beats your Charisma check result.
Only one such challenge is allowed per use of the spell.
If any
member of the audience is attacked or subjected to some other overtly hostile
act, the spell ends and the previously enthralled members become
immediately unfriendly toward you. Each creature with 4 or more HD or with a
Wisdom score of 16 or higher becomes hostile.
Entropic Shield
Abjuration
Level: Clr 1, Luck 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
(D)
A magical
field appears around you, glowing with a chaotic blast of multicolored hues.
This field deflects incoming arrows, rays, and other ranged attacks. Each
ranged attack directed at you for which the attacker
must make an attack roll has a 20% miss chance (similar to the effects of
concealment). Other attacks that simply work at a distance are not affected.
Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: No
Erase removes writings of either magical or
mundane nature from a scroll or from one or two pages of paper, parchment, or
similar surfaces. With this spell, you can remove explosive runes, a glyph
of warding, a sepia snake sigil, or an arcane mark, but not illusory
script or a symbol spell. Nonmagical writing is automatically erased
if you touch it and no one else is holding it. Otherwise, the chance of erasing
nonmagical writing is 90%.
Magic
writing must be touched to be erased, and you also must succeed on a caster
level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a
failure on this check.) If you fail to erase explosive runes, a glyph
of warding, or a sepia snake sigil, you accidentally activate that
writing instead.
Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
You become
ethereal, along with your equipment. For the duration of the spell, you are in
a place called the Ethereal Plane, which overlaps the normal, physical,
Material Plane. When the spell expires, you return to material existence.
An ethereal
creature is invisible, insubstantial, and capable of moving in any direction,
even up or down, albeit at half normal speed. As an insubstantial creature, you
can move through solid objects, including living creatures. An ethereal
creature can see and hear on the Material Plane, but everything looks gray and
ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects
and abjurations affect an ethereal creature normally. Their effects extend onto
the Ethereal Plane from the Material Plane, but not vice versa. An ethereal
creature can’t attack material creatures, and spells you cast while ethereal
affect only other ethereal things. Certain material creatures or objects have
attacks or effects that work on the Ethereal Plane.
Treat other
ethereal creatures and ethereal objects as if they were material.
If you end
the spell and become material while inside a material object (such as a solid
wall), you are shunted off to the nearest open space and take 1d6 points of
damage per 5 feet that you so travel.
Etherealness
Transmutation
Level: Clr 9, Sor/Wiz 9
Range: Touch; see text
Targets: You and one other touched creature
per three levels
Duration: 1 min./level
(D)
Spell
Resistance: Yes
This spell
functions like ethereal jaunt, except that you and other willing
creatures joined by linked hands (along with their equipment) become ethereal.
Besides yourself, you can bring one creature per three caster levels to the
Ethereal Plane. Once ethereal, the subjects need not stay together.
When the
spell expires, all affected creatures on the Ethereal Plane return to material
existence.
Expeditious Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
(D)
This spell
increases your base land speed by 30 feet. (This adjustment is treated as an
enhancement bonus.) There is no effect on other modes of movement, such as
burrow, climb, fly, or swim. As with any effect that increases your speed, this
spell affects your jumping distance (see the Jump skill).
Explosive Runes
Abjuration
[Force]
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard action
Range: Touch
Target: One touched object weighing no more
than 10 lb.
Duration: Permanent until discharged (D)
Saving
Throw: See text
Spell
Resistance: Yes
You trace
these mystic runes upon a book, map, scroll, or similar object bearing written
information. The runes detonate when read, dealing 6d6 points of force
damage. Anyone next to the runes (close enough to read them) takes the
full damage with no saving throw; any other creature within 10 feet of the runes
is entitled to a Reflex save for half damage. The object on which the runes
were written also takes full damage (no saving throw).
You and any
characters you specifically instruct can read the protected writing without
triggering the runes. Likewise, you can remove the runes whenever
desired. Another creature can remove them with a successful dispel magic or
erase spell, but attempting to dispel or erase the runes and
failing to do so triggers the explosion.
Note: Magic traps such as explosive
runes are hard to detect and disable. A rogue (only) can use the Search
skill to find the runes and Disable Device to thwart them. The DC in
each case is 25 + spell level, or 28 for explosive runes.
Eyebite
Necromancy
[Evil]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round per three levels; see text
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
Each round,
you may target a single living creature, striking it with waves of evil power.
Depending on the target’s HD, this attack has as many as three effects.
HD |
Effect |
10 or more |
Sickened |
5–9 |
Panicked,
sickened |
4 or less |
Comatose,
panicked, sickened |
The effects
are cumulative and concurrent.
Sickened: Sudden pain and fever sweeps over the subject’s body. A sickened creature takes a –2
penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and
ability checks. A creature affected by this spell remains sickened for 10
minutes per caster level. The effects cannot be negated by a remove disease or
heal spell, but a remove curse is effective.
Panicked:
The subject becomes
panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken
for 10 minutes per caster level, and it automatically becomes panicked again if
it comes within sight of you during that time. This is a fear effect.
Comatose:
The subject falls
into a catatonic coma for 10 minutes per caster level. During this time, it
cannot be awakened by any means short of dispelling the effect. This is not a sleep
effect, and thus elves are not immune to it.
The spell
lasts for 1 round per three caster levels. You must spend a move action each
round after the first to target a foe.
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level;
see text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
You convert
material of one sort into a product that is of the same material. Creatures or
magic items cannot be created or transmuted by the fabricate spell. The
quality of items made by this spell is commensurate with the quality of
material used as the basis for the new fabrication. If you work with a mineral,
the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must
make an appropriate Craft check to fabricate articles requiring a high degree
of craftsmanship.
Casting
requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected
by the spell.
Material
Component: The original
material, which costs the same amount as the raw materials required to craft
the item to be created.
Faerie Fire
Evocation
[Light]
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a
5-ft.-radius burst
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
A pale glow
surrounds and outlines the subjects. Outlined subjects shed light as candles.
Outlined creatures do not benefit from the concealment normally provided by
darkness (though a 2nd-level or higher magical darkness effect functions
normally), blur, displacement, invisibility, or similar effects. The
light is too dim to have any special effect on undead or dark-dwelling
creatures vulnerable to light. The faerie fire can be blue, green, or
violet, according to your choice at the time of casting. The faerie fire does
not cause any harm to the objects or creatures thus outlined.
False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged;
see text
You harness
the power of unlife to grant yourself a limited ability to avoid death. While
this spell is in effect, you gain temporary hit points equal to 1d10 +1 per
caster level (maximum +10).
Material
Component: A small
amount of alcohol or distilled spirits, which you use to trace certain sigils
on your body during casting. These sigils cannot be seen once the alcohol or
spirits evaporate.
False Vision
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Area: 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
Any
divination (scrying) spell used to view anything within the area of this spell
instead receives a false image (as the major image spell), as defined by
you at the time of casting. As long as the duration lasts, you can concentrate
to change the image as desired. While you aren’t concentrating, the image
remains static.
Arcane
Material Component: The
ground dust of a piece of jade worth at least 250 gp, which is sprinkled into
the air when the spell is cast.
Fear
Necromancy
[Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving
Throw: Will partial
Spell
Resistance: Yes
An invisible
cone of terror causes each living creature in the area to become panicked
unless it succeeds on a Will save. If cornered, a panicked creature begins
cowering. If the Will save succeeds, the creature is shaken
for 1 round.
Material
Component: Either
the heart of a hen or a white feather.
Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting
Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling
object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving
Throw: Will negates
(harmless) or Will negates (object)
Spell
Resistance: Yes
(object)
The affected
creatures or objects fall slowly. Feather fall instantly changes the
rate at which the targets fall to a mere 60 feet per round (equivalent to the
end of a fall from a few feet), and the subjects take no damage upon landing
while the spell is in effect. However, when the spell
duration expires, a normal rate of falling resumes.
The spell
affects one or more Medium or smaller creatures (including gear and carried
objects up to each creature’s maximum load) or objects, or the equivalent in
larger creatures: A Large creature or object counts as two Medium creatures or
objects, a Huge creature or object counts as two Large creatures or objects,
and so forth.
You can cast
this spell with an instant utterance, quickly enough to save yourself if you
unexpectedly fall. Casting the spell is a free action, like casting a quickened
spell, and it counts toward the normal limit of one quickened spell per round.
You may even cast this spell when it isn’t your turn.
This spell
has no special effect on ranged weapons unless they are falling quite a
distance. If the spell is cast on a falling item the object does half normal
damage based on its weight, with no bonus for the height of the drop.
Feather
fall works only upon
free-falling objects. It does not affect a sword blow or a charging or flying
creature.
Feeblemind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
If the
target creature fails a Will saving throw, its Intelligence and Charisma scores
each drop to 1. The affected creature is unable to use Intelligence- or
Charisma-based skills, cast spells, understand language, or communicate
coherently. Still, it knows who its friends are and can follow them and even
protect them. The subject remains in this state until a heal,
limited wish, miracle, or wish spell is used to cancel the
effect of the feeblemind. A creature that can cast arcane spells, such
as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
Material
Component: A handful
of clay, crystal, glass, or mineral spheres.
Find the Path
Divination
Level: Brd 6, Clr 6, Drd 6, Knowledge 6,
Travel 6
Components: V, S, F
Casting
Time: 3 rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw: None or Will
negates (harmless)
Spell
Resistance: No or
Yes (harmless)
The
recipient of this spell can find the shortest, most direct physical route to a
specified destination, be it the way into or out of a locale. The locale can be
outdoors, underground, or even inside a maze spell. Find the path works
with respect to locations, not objects or creatures at a locale. The location
must be on the same plane as you are at the time of casting.
The spell
enables the subject to sense the correct direction that will eventually lead it
to its destination, indicating at appropriate times the exact path to follow or
physical actions to take. For example, the spell enables the subject to sense
trip wires or the proper word to bypass a glyph of warding. The spell
ends when the destination is reached or the duration expires, whichever comes
first. Find the path can be used to remove the subject and its
companions from the effect of a maze spell in a single round.
This
divination is keyed to the recipient, not its companions, and its effect does
not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the
sort you favor.
Find Traps
Divination
Level: Clr 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
You gain
intuitive insight into the workings of traps. You can use the Search skill to
detect traps just as a rogue can. In addition, you gain an insight bonus equal
to one-half your caster level (maximum +10) on Search checks made to find traps
while the spell is in effect.
Note that find
traps grants no ability to disable the traps that you may find.
Finger of Death
Necromancy
[Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Fortitude
partial
Spell
Resistance: Yes
You can slay
any one living creature within range. The target is entitled to a Fortitude
saving throw to survive the attack. If the save is successful, the creature
instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject
might die from damage even if it succeeds on its saving throw.
Fire Seeds
Conjuration
(Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to four touched acorns or up to
eight touched holly berries
Duration: 10 min./level
or until used
Saving
Throw: None or
Reflex half; see text
Spell
Resistance: No
Depending on
the version of fire seeds you choose, you turn acorns into splash
weapons that you or another character can throw, or you turn holly berries into
bombs that you can detonate on command.
Acorn
Grenades: As many as
four acorns turn into special splash weapons that can be hurled as far as 100
feet. A ranged touch attack roll is required to strike the intended target.
Together, the acorns are capable of dealing 1d6 points of fire damage per
caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn
explodes upon striking any hard surface. In addition to its regular fire
damage, it deals 1 point of splash damage per die, and it ignites any
combustible materials within 10 feet. A creature within this area that makes a
successful Reflex saving throw takes only half damage; a creature struck
directly is not allowed a saving throw.
Holly
Berry Bombs: You
turn as many as eight holly berries into special bombs. The holly berries are
usually placed by hand, since they are too light to make effective thrown
weapons (they can be tossed only 5 feet). If you are within 200 feet and speak
a word of command, each berry instantly bursts into flame,
causing 1d8 points of fire damage +1 point per caster level to every creature
in a 5-foot radius burst and igniting any combustible materials within 5 feet.
A creature in the area that makes a successful Reflex saving throw takes only
half damage.
Material
Component: The
acorns or holly berries.
Fire Shield
Evocation
[Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell
wreathes you in flame and causes damage to each creature that attacks you in
melee. The flames also protect you from either cold-based or fire-based attacks
(your choice).
Any creature
striking you with its body or a handheld weapon deals normal damage, but at the
same time the attacker takes 1d6 points of damage +1 point per caster level
(maximum +15). This damage is either cold damage (if the shield protects
against fire-based attacks) or fire damage (if the shield protects
against cold-based attacks). If the attacker has spell resistance, it applies
to this effect. Creatures wielding weapons with exceptional reach are not
subject to this damage if they attack you.
When casting
this spell, you appear to immolate yourself, but the flames are thin and wispy,
giving off light equal to only half the illumination of a normal torch (10
feet). The color of the flames is determined randomly (50% chance of either
color)—blue or green if the chill shield is cast, violet or blue if the warm
shield is employed. The special powers of each version are as follows.
Warm
Shield: The flames
are warm to the touch. You take only half damage from cold-based attacks. If
such an attack allows a Reflex save for half damage, you take no damage on a
successful save.
Chill
Shield: The flames
are cool to the touch. You take only half damage from fire-based attacks. If
such an attack allows a Reflex save for half damage, you take no damage on a successful
save.
Arcane
Material Component: A
bit of phosphorus for the warm shield; a live firefly or glowworm or the
tail portions of four dead ones for the chill shield.
Fire Storm
Evocation
[Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
When a fire
storm spell is cast, the whole area is shot through with sheets of roaring
flame. The raging flames do not harm natural vegetation, ground cover, and any
plant creatures in the area that you wish to exclude from damage. Any other
creature within the area takes 1d6 points of fire damage per caster level
(maximum 20d6).
Fire Trap
Abjuration
[Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving
Throw: Reflex half;
see text
Spell
Resistance: Yes
Fire trap
creates a fiery
explosion when an intruder opens the item that the trap protects. A fire
trap can ward any object that can be opened and closed.
When casting
fire trap, you select a point on the object as the spell’s center. When
someone other than you opens the object, a fiery explosion fills the area
within a 5-foot radius around the spell’s center. The flames deal 1d4 points of
fire damage +1 point per caster level (maximum +20). The item protected by the
trap is not harmed by this explosion.
A fire
trapped item cannot have a second closure or warding spell placed on it.
A knock spell
does not bypass a fire trap. An
unsuccessful dispel magic spell does not detonate the spell.
Underwater,
this ward deals half damage and creates a large cloud of steam.
You can use
the fire trapped object without discharging it, as can any individual to
whom the object was specifically attuned when cast. Attuning a fire trapped object
to an individual usually involves setting a password that you can share with
friends.
Note: Magic traps such as fire trap are
hard to detect and disable. A rogue (only) can use the Search skill to find a fire
trap and Disable Device to thwart it. The DC in each case is 25 + spell
level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material
Component: A half-pound
of gold dust (cost 25 gp) sprinkled on the warded object.
Fireball
Evocation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell
Resistance: Yes
A fireball
spell is an explosion of flame that detonates with a low roar and deals 1d6
points of fire damage per caster level (maximum 10d6) to every creature within
the area. Unattended objects also take this damage. The explosion creates
almost no pressure.
You point
your finger and determine the range (distance and height) at which the fireball
is to burst. A glowing, pea-sized bead streaks from the pointing digit and,
unless it impacts upon a material body or solid barrier prior to attaining the
prescribed range, blossoms into the fireball at that point. (An early
impact results in an early detonation.) If you attempt to send the bead through
a narrow passage, such as through an arrow slit, you must “hit” the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely.
The fireball
sets fire to combustibles and damages objects in the area. It can melt
metals with low melting points, such as lead, gold, copper, silver, and bronze.
If the damage caused to an interposing barrier shatters or breaks through it,
the fireball may continue beyond the barrier if the area permits;
otherwise it stops at the barrier just as any other spell effect does.
Material
Component: A tiny
ball of bat guano and sulfur.
Flame Arrow
Transmutation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must
be in contact with each other at the time of casting
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
You turn
ammunition (such as arrows, bolts, shuriken, and stones) into fiery
projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage
to any target it hits. A flaming projectile can easily ignite a flammable
object or structure, but it won’t ignite a creature it strikes.
Material
Component: A drop of
oil and a small piece of flint.
Flame Blade
Evocation
[Fire]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
A
3-foot-long, blazing beam of red-hot fire springs forth from your hand. You
wield this bladelike beam as if it were a scimitar. Attacks with the flame
blade are melee touch attacks. The blade deals 1d8 points of fire damage +1
point per two caster levels (maximum +10). Since the blade is immaterial, your
Strength modifier does not apply to the damage. A flame blade can ignite
combustible materials such as parchment, straw, dry sticks, and cloth.
The spell
does not function underwater.
Flame Strike
Evocation
[Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft.
high)
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
A flame
strike produces a vertical column of divine fire roaring downward. The
spell deals 1d6 points of damage per caster level (maximum 15d6). Half the
damage is fire damage, but the other half results directly from divine power
and is therefore not subject to being reduced by resistance to fire-based
attacks.
Flaming Sphere
Evocation
[Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving
Throw: Reflex
negates
Spell
Resistance: Yes
A burning
globe of fire rolls in whichever direction you point and burns those it strikes.
It moves 30 feet per round. As part of this movement, it can ascend or jump up
to 30 feet to strike a target. If it enters a space with a creature, it stops
moving for the round and deals 2d6 points of fire damage to that creature,
though a successful Reflex save negates that damage. A flaming sphere rolls
over barriers less than 4 feet tall. It ignites flammable substances it touches
and illuminates the same area as a torch would.
The sphere
moves as long as you actively direct it (a move action for you); otherwise, it
merely stays at rest and burns. It can be extinguished by any means that would
put out a normal fire of its size. The surface of the sphere has a spongy,
yielding consistency and so does not cause damage except by its flame. It
cannot push aside unwilling creatures or batter down large obstacles. A flaming
sphere winks out if it exceeds the spell’s range.
Arcane
Material Component: A
bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Flare
Evocation
[Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This cantrip
creates a burst of light. If you cause the light to burst directly in front of
a single creature, that creature is dazzled for 1 minute unless it makes a
successful Fortitude save. Sightless creatures, as well as creatures already
dazzled, are not affected by flare.
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
The subject,
along with all its carried gear, turns into a mindless, inert statue. If the
statue resulting from this spell is broken or damaged, the subject (if ever
returned to its original state) has similar damage or deformities. The creature
is not dead, but it does not seem to be alive either when viewed with spells
such as deathwatch.
Only
creatures made of flesh are affected by this spell.
Material
Component: Lime,
water, and earth.
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/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 subject
can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or
if it carries a medium or heavy load). It can ascend at half speed and descend
at double speed, and its maneuverability is good. Using a fly
spell requires only as much concentration as walking, so the subject can
attack or cast spells normally. The subject of a fly spell can
charge but not run, and it cannot carry aloft more weight than its maximum
load, plus any armor it wears.
Should the
spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for
1d6 rounds. If it reaches the ground in that amount of time, it lands safely.
If not, it falls the rest of the distance, taking 1d6
points of damage per 10 feet of fall. Since dispelling a spell effectively ends
it, the subject also descends in this way if the fly spell is dispelled,
but not if it is negated by an antimagic field.
Arcane
Focus: A wing
feather from any bird.
Floating Disk
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving
Throw: None
Spell
Resistance: No
You create a
slightly concave, circular plane of force that follows you about and carries
loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It
can hold 100 pounds of weight per caster level. (If used to transport a liquid,
its capacity is 2 gallons.) The disk floats approximately 3 feet above the
ground at all times and remains level. It floats along horizontally within
spell range and will accompany you at a rate of no more than your normal speed
each round. If not otherwise directed, it maintains a constant interval of 5
feet between itself and you. The disk winks out of existence when the spell
duration expires. The disk also winks out if you move beyond range or try to
take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the
surface beneath it.
Material
Component: A drop of
mercury.
Fog Cloud
Conjuration
(Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft.
high
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
A bank of
fog billows out from the point you designate. The fog obscures all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has concealment
(attacks have a 20% miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker can’t use sight to locate the target).
A moderate
wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses
the fog in 1 round.
The spell
does not function underwater.
Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting
Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving
Throw: See text
Spell
Resistance: Yes
Forbiddance
seals an area
against all planar travel into or within it. This includes all teleportation
spells (such as dimension door and teleport), plane shifting, astral
travel, ethereal travel, and all summoning spells. Such effects simply fail
automatically.
In addition,
it damages entering creatures whose alignments are different from yours. The
effect on those attempting to enter the warded area is based on their alignment
relative to yours (see below). A creature inside the area when the spell is
cast takes no damage unless it exits the area and attempts to reenter, at which
time it is affected as normal.
Alignments
identical: No
effect. The creature may enter the area freely (although not by planar travel).
Alignments
different with respect to either law/chaos or good/evil: The creature takes 6d6 points of
damage. A successful Will save halves the damage, and
spell resistance applies.
Alignments
different with respect to both law/chaos and good/evil: The creature takes 12d6 points of
damage. A successful Will save halves the damage, and
spell resistance applies.
At your
option, the abjuration can include a password, in which case creatures of
alignments different from yours can avoid the damage by speaking the password
as they enter the area. You must select this option (and the password) at the
time of casting.
Dispel
magic does not
dispel a forbiddance effect unless the dispeller’s level is at least as
high as your caster level.
You can’t
have multiple overlapping forbiddance effects. In such a case, the more
recent effect stops at the boundary of the older effect.
Material
Component: A
sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500
gp per 60-foot cube. If a password is desired, this requires the burning of
additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot
cube.
Forcecage
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or
windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
This
powerful spell brings into being an immobile, invisible cubical prison composed
of either bars of force or solid walls of force (your choice).
Creatures
within the area are caught and contained unless they are too big to fit inside,
in which case the spell automatically fails. Teleportation and other forms of
astral travel provide a means of escape, but the force walls or bars extend
into the Ethereal Plane, blocking ethereal travel.
Like a wall
of force spell, a forcecage resists dispel magic, but it is
vulnerable to a disintegrate spell, and it can be destroyed by a sphere
of annihilation or a rod of cancellation.
Barred
Cage: This version
of the spell produces a 20-foot cube made of bands of force (similar to a wall
of force spell) for bars. The bands are a half-inch wide, with half-inch
gaps between them. Any creature capable of passing through such a small space
can escape; others are confined. You can’t attack a creature in a barred cage
with a weapon unless the weapon can fit between the gaps. Even against such
weapons (including arrows and similar ranged attacks), a creature in the barred
cage has cover. All spells and breath weapons can pass through the gaps in the
bars.
Windowless
Cell: This version
of the spell produces a 10-foot cube with no way in and no way out. Solid walls
of force form its six sides.
Material
Component: Ruby dust
worth 1,500 gp, which is tossed into the air and disappears when you cast the
spell.
Forceful Hand
Evocation
[Force]
Level: Sor/Wiz 6
Components: V, S, F
This spell
functions like interposing hand, except that the forceful hand pursues
and pushes away the opponent that you designate. Treat this attack as a bull
rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets).
The hand always moves with the opponent to push that target back the full
distance allowed, and it has no speed limit. Directing the spell to a new
target is a move action.
A very
strong creature could not push the hand out of its way because the latter would
instantly reposition itself between the creature and you, but an opponent could
push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or
heavy cloth.
Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving
Throw: None or Will
negates (harmless)
Spell
Resistance: No or
Yes (harmless)
This spell
grants you a powerful sixth sense in relation to yourself or another. Once foresight
is cast, you receive instantaneous warnings of impending danger or harm to
the subject of the spell. You are never surprised or flat-footed. In addition,
the spell gives you a general idea of what action you might take to best
protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This
insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another
creature is the subject of the spell, you receive warnings about that creature.
You must communicate what you learn to the other creature for the warning to be
useful, and the creature can be caught unprepared in the absence of such a
warning. Shouting a warning, yanking a person back, and even telepathically
communicating (via an appropriate spell) can all be accomplished before some
danger befalls the subject, provided you act on the warning without delay. The
subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane
Material Component: A
hummingbird’s feather.
Fox’s Cunning
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The
transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to
Intelligence, adding the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier. Wizards (and other spellcasters who
rely on Intelligence) affected by this spell do not gain any additional bonus
spells for the increased Intelligence, but the save DCs for spells they cast
while under this spell’s effect do increase. This spell doesn’t grant extra
skill points.
Arcane
Material Component: A
few hairs, or a pinch of dung, from a fox.
Fox’s Cunning, Mass
Transmutation
Level: Brd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like fox’s cunning, except that it affects multiple creatures.
Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels) or see text
Target: One creature
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The subject
is freed from spells and effects that restrict its movement, including binding,
entangle, grappling, imprisonment, maze,
paralysis, petrification, pinning, sleep, slow, stunning, temporal
stasis, and web. To free a creature from imprisonment or maze,
you must know its name and background, and you must cast this spell at the
spot where it was entombed or banished into the maze.
Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
enables you or a creature you touch to move and attack normally for the
duration of the spell, even under the influence of magic that usually impedes
movement, such as paralysis, solid fog, slow, and web. The
subject automatically succeeds on any grapple check made to resist a grapple
attempt, as well as on grapple checks or Escape Artist checks made to escape a
grapple or a pin.
The spell
also allows the subject to move and attack normally while underwater, even with
slashing weapons such as axes and swords or with bludgeoning weapons such as
flails, hammers, and maces, provided that the weapon is wielded in the hand
rather than hurled. The freedom of movement spell does not, however,
allow water breathing.
Material
Component: A leather
thong, bound around the arm or a similar appendage.
Freezing Sphere
Evocation
[Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target,
Effect, or Area: See
text
Duration: Instantaneous or 1 round/level; see
text
Saving
Throw: Reflex half;
see text
Spell
Resistance: Yes
Freezing
sphere creates a
frigid globe of cold energy that streaks from your fingertips to the location
you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. An
elemental (water) creature instead takes 1d8 points of cold damage per caster
level (maximum 15d8).
If the freezing
sphere strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6 inches
over an area equal to 100 square feet (a 10- foot square) per caster level
(maximum 1,500 square feet). This ice lasts for 1 round per caster level.
Creatures that were swimming on the surface of frozen water become trapped in
the ice. Attempting to break free is a full-round action. A trapped creature
must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can
refrain from firing the globe after completing the spell, if you wish. Treat
this as a touch spell for which you are holding the charge. You can hold the
charge for as long as 1 round per level, at the end of which time the freezing
sphere bursts centered on you (and you receive no saving throw to resist
its effect). Firing the globe in a later round is a standard action.
Focus: A small crystal sphere.
Transmutation
Level: Air 3, Brd 3, Sor/Wiz 3
Components: S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
The subject
and all its gear become insubstantial, misty, and translucent. Its material
armor (including natural armor) becomes worthless, though its size, Dexterity,
deflection bonuses, and armor bonuses from force effects still apply. The
subject gains damage reduction 10/magic and becomes immune to poison and
critical hits. It can’t attack or cast spells with verbal, somatic, material,
or focus components while in gaseous form. (This does not rule out the use of
certain spells that the subject may have prepared using the feats Silent Spell,
Still Spell, and Eschew Materials.) The subject also loses supernatural
abilities while in gaseous form. If it has a touch spell ready to use, that
spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous
creature can’t run, but it can fly at a speed of 10 feet (maneuverability
perfect). It can pass through small holes or narrow openings, even mere cracks,
with all it was wearing or holding in its hands, as long as the spell persists.
The creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even those
carried along with its gaseous form. Continuously active items remain active,
though in some cases their effects may be moot.
Arcane
Material Component: A
bit of gauze and a wisp of smoke.
Gate
Conjuration
(Creation or Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP; see text
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up
to 1 round/level); see text
Saving
Throw: None
Spell
Resistance: No
Casting a gate
spell has two effects. First, it creates an interdimensional connection
between your plane of existence and a plane you specify, allowing travel
between those two planes in either direction.
Second, you
may then call a particular individual or kind of being through the gate.
The gate itself
is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice),
oriented in the direction you desire when it comes into existence (typically
vertical and facing you). It is a two-dimensional window looking into the plane
you specified when casting the spell, and anyone or anything that moves through
is shunted instantly to the other side.
A gate has
a front and a back. Creatures moving through the gate from the front are
transported to the other plane; creatures moving through it from the back are
not.
Planar
Travel: As a mode of
planar travel, a gate spell functions much like a plane shift spell,
except that the gate opens precisely at the point you desire (a creation
effect). Deities and other beings who rule a planar realm can prevent a gate
from opening in their presence or personal demesnes if they so desire.
Travelers need not join hands with you—anyone who chooses to step through the
portal is transported. A gate cannot be opened to another point on the
same plane; the spell works only for interplanar travel.
You may hold
the gate open only for a brief time (no more than 1 round per caster
level), and you must concentrate on doing so, or else the interplanar
connection is severed.
Calling Creatures: The second effect of the gate spell is to call an
extraplanar creature to your aid (a calling effect). By naming a particular being or kind
of being as you cast the spell, you cause the gate to open in the
immediate vicinity of the desired creature and pull the subject through,
willing or unwilling. Deities and unique beings are under no compulsion to come
through the gate, although they may choose to do so of their own accord.
This use of the spell creates a gate that remains open just long enough
to transport the called creatures. This use of the spell has an XP cost (see
below).
If you
choose to call a kind of creature instead of a known individual you may call
either a single creature (of any HD) or several creatures. You can call and
control several creatures as long as their HD total does not exceed your caster
level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature
with more HD than twice your caster level can’t be controlled. Deities and
unique beings cannot be controlled in any event. An uncontrolled being acts as
it pleases, making the calling of such creatures rather dangerous. An
uncontrolled being may return to its home plane at any time.
A controlled
creature can be commanded to perform a service for you. Such services fall into
two categories: immediate tasks and contractual service. Fighting for you in a
single battle or taking any other actions that can be accomplished within 1
round per caster level counts as an immediate task; you need not make any
agreement or pay any reward for the creature’s help. The creature departs at
the end of the spell.
If you choose
to exact a longer or more involved form of service from a called creature, you
must offer some fair trade in return for that service. The service exacted must
be reasonable with respect to the promised favor or reward; see the lesser
planar ally spell for appropriate rewards. (Some creatures may want their
payment in “livestock” rather than in coin, which could involve complications.)
Immediately upon completion of the service, the being is transported to your
vicinity, and you must then and there turn over the promised reward. After this
is done, the creature is instantly freed to return to its own plane.
Failure to
fulfill the promise to the letter results in your being subjected to service by
the creature or by its liege and master, at the very least. At worst, the
creature or its kin may attack you.
Note: When you use a calling spell such as gate
to call an air, chaotic, earth, evil, fire, good, lawful, or water
creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling
creatures function).
Geas/Quest
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz 6
Casting
Time: 10 minutes
Target: One living creature
Saving
Throw: None
This spell
functions similarly to lesser geas, except that it affects a creature of
any HD and allows no saving throw.
Instead of
taking penalties to ability scores (as with lesser geas), the subject
takes 3d6 points of damage each day it does not attempt to follow the geas/quest.
Additionally, each day it must make a Fortitude saving throw or become
sickened. These effects end 24 hours after the creature attempts to resume the geas/
quest.
A remove
curse spell ends a geas/quest spell only if its caster level is at
least two higher than your caster level. Break enchantment does not end
a geas/quest, but limited wish, miracle, and wish do.
Bards,
sorcerers, and wizards usually refer to this spell as geas, while
clerics call the same spell quest.
Geas, Lesser
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 7 HD or
less
Duration: One day/level or until discharged
(D)
Saving
Throw: Will negates
Spell
Resistance: Yes
A lesser
geas places a magical command on a creature to carry out some service or to
refrain from some action or course of activity, as desired by you. The creature
must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot
compel a creature to kill itself or perform acts that would result in certain
death, it can cause almost any other course of activity.
The geased
creature must follow the given instructions until the geas is
completed, no matter how long it takes.
If the
instructions involve some open-ended task that the recipient cannot complete
through his own actions the spell remains in effect for a maximum of one day
per caster level. A clever recipient can subvert some instructions:
If the
subject is prevented from obeying the lesser geas for 24 hours, it takes
a –2 penalty to each of its ability scores. Each day, another –2 penalty
accumulates, up to a total of –8. No ability score can be reduced to less than
1 by this effect. The ability score penalties are removed 24 hours after the
subject resumes obeying the lesser geas.
A lesser
geas (and all ability score penalties) can be ended by break enchantment,
limited wish, remove curse, miracle, or wish. Dispel
magic does not affect a lesser geas.
Genesis
Conjuration (Creation)
Level: Sor/Wiz 9, Creation 9
Components: V,
S, M, XP
Casting Time: 1
week (8 hours/day)
Range: 180
ft. (see text)
Effect: A
demiplane coterminous with the Ethereal Plane, centered on your location
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
The spellcaster creates a
finite plane with limited access: a demiplane. Demiplanes created by this power
are very small, very minor planes.
A character can only cast this spell while on the Ethereal Plane. When
he or she casts the spell, a local density fluctuation precipitates the
creation of a demiplane. At first, the fledgling plane grows at a rate of 1
foot in radius per day to an initial maximum radius of 180 feet as it rapidly
draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the demiplane when he
or she first casts genesis, reflecting most any desire the spellcaster
can visualize. The spellcaster determines
Material Component: A crystalline sphere
XP Cost: 5,000 XP.
Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You preserve
the remains of a dead creature so that they do not decay. Doing so effectively
extends the time limit on raising that creature from the dead (see raise
dead). Days spent under the influence of this spell don’t count against the
time limit. Additionally, this spell makes transporting a fallen comrade more
pleasant.
The spell
also works on severed body parts and the like.
Arcane
Material Component: A
pinch of salt, and a copper piece for each eye the corpse has (or had).
Ghost Sound
Illusion
(Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
Ghost
sound allows you to
create a volume of sound that rises, recedes, approaches, or remains at a fixed
place. You choose what type of sound ghost sound creates when casting it
and cannot thereafter change the sound’s basic character.
The volume
of sound created depends on your level. You can produce as much noise as four
normal humans per caster level (maximum twenty humans). Thus,
talking, singing, shouting, walking, marching, or running sounds can be
created. The noise a ghost sound spell produces can be virtually
any type of sound within the volume limit. A horde of rats running and
squeaking is about the same volume as eight humans running and shouting. A
roaring lion is equal to the noise from sixteen humans, while a roaring dire
tiger is equal to the noise from twenty humans.
Ghost
sound can enhance
the effectiveness of a silent image spell.
Ghost
sound can be made
permanent with a permanency spell.
Material
Component: A bit of
wool or a small lump of wax.
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
Imbuing you
with negative energy, this spell allows you to paralyze a single living
humanoid for the duration of the spell with a successful melee touch attack.
Additionally,
the paralyzed subject exudes a carrion stench that causes all living creatures
(except you) in a 10-foot-radius spread to become sickened (Fortitude negates).
A neutralize poison spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench.
Material
Component: A small
scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a
ghoul’s lair.
Giant Vermin
Transmutation
Level: Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which
can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
You turn
three normal-sized centipedes, two normal-sized spiders, or a single
normal-sized scorpion into larger forms. Only one type of vermin can be
transmuted (so a single casting cannot affect both a centipede and a spider),
and all must be grown to the same size. The size to which the vermin can be
grown depends on your level; see the table below.
Any giant
vermin created by this spell do not attempt to harm you, but your control of
such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and
so forth). Orders to attack a certain creature when it appears or guard against
a particular occurrence are too complex for the vermin to understand. Unless
commanded to do otherwise, the giant vermin attack whoever or whatever is near
them.
Caster Level |
Vermin Size |
9th or
lower |
Medium |
10th–13th |
Large |
14th–17th |
Huge |
18th–19th |
Gargantuan |
20th or
higher |
Colossal |
Glibness
Transmutation
Level: Brd 3
Components: S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
(D)
Your speech
becomes fluent and more believable. You gain a +30 bonus on Bluff checks made
to convince another of the truth of your words. (This bonus doesn’t apply to
other uses of the Bluff skill, such as feinting in combat, creating a diversion
to hide, or communicating a hidden message via innuendo.)
If a magical
effect is used against you that would detect your lies or force you to speak
the truth the user of the effect must succeed on a caster level check (1d20 +
caster level) against a DC of 15 + your caster level to succeed. Failure means
the effect does not detect your lies or force you to speak only the truth.
Glitterdust
Conjuration
(Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within
10-ft.-radius spread
Duration: 1 round/level
Saving
Throw: Will negates
(blinding only)
Spell
Resistance: No
A cloud of
golden particles covers everyone and everything in the area, causing creatures
to become blinded and visibly outlining invisible things for the duration of
the spell. All within the area are covered by the dust, which cannot be removed
and continues to sparkle until it fades.
Any creature
covered by the dust takes a –40 penalty on Hide checks.
Material
Component: Ground
mica.
Globe of Invulnerability
Abjuration
Level: Sor/Wiz 6
This spell
functions like lesser globe of invulnerability, except that it also
excludes 4th-level spells and spell-like effects.
Globe of Invulnerability,
Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation,
centered on you
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
An immobile,
faintly shimmering magical sphere surrounds you and excludes all spell effects
of 3rd level or lower. The area or effect of any such spells does not include
the area of the lesser globe of invulnerability. Such spells fail to
affect any target located within the globe. Excluded effects include spell-like
abilities and spells or spell-like effects from items. However, any type of
spell can be cast through or out of the magical globe. Spells of 4th level and
higher are not affected by the globe, nor are spells already in effect when the
globe is cast. The globe can be brought down by a targeted dispel magic spell,
but not by an area dispel magic. You can leave and return to the globe
without penalty.
Note that
spell effects are not disrupted unless their effects enter the globe, and even
then they are merely suppressed, not dispelled.
If a given
spell has more than one level depending on which character class is casting it,
use the level appropriate to the caster to determine whether lesser globe of
invulnerability stops it.
Material
Component: A glass
or crystal bead that shatters at the expiration of the spell.
Glyph of Warding
Abjuration
Level: Clr 3
Components: V, S, M
Casting
Time: 10 minutes
Range: Touch
Target or
Area: Object touched
or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving
Throw: See text
Spell
Resistance: No (object)
and Yes; see text
This
powerful inscription harms those who enter, pass, or open the warded area or
object. A glyph of warding can guard a bridge or passage, ward a portal,
trap a chest or box, and so on.
You set the
conditions of the ward. Typically, any creature entering the warded area or
opening the warded object without speaking a password (which you set when
casting the spell) is subject to the magic it stores. Alternatively or in
addition to a password trigger, glyphs can be set according to physical
characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs
can also be set with respect to good, evil, law, or chaos, or to pass those
of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs
respond to invisible creatures normally but are not triggered by those who
travel past them ethereally. Multiple glyphs cannot be cast on the same
area. However, if a cabinet has three drawers, each can be separately warded.
When casting
the spell, you weave a tracery of faintly glowing lines around the warding
sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph
and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by
such means as physical or magical probing, though they can be dispelled. Mislead,
polymorph, and nondetection (and similar magical effects) can
fool a glyph, though nonmagical disguises and the like can’t. Read
magic allows you to identify a glyph of warding with a DC 13
Spellcraft check. Identifying the glyph does not discharge it and allows
you to know the basic nature of the glyph (version, type of damage
caused, what spell is stored).
Note: Magic traps such as glyph of
warding are hard to detect and disable. A rogue (only) can use the Search
skill to find the glyph and Disable Device to thwart it. The DC in each
case is 25 + spell level, or 28 for glyph of warding.
Depending on
the version selected, a glyph either blasts the intruder or activates a
spell.
Blast
Glyph: A blast
glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the
intruder and to all within 5 feet of him or her. This damage is acid, cold,
fire, electricity, or sonic (caster’s choice, made at time of casting). Each
creature affected can attempt a Reflex save to take half damage. Spell
resistance applies against this effect.
Spell
Glyph: You can store
any harmful spell of 3rd level or lower that you know. All level-dependent
features of the spell are based on your caster level at the time of casting the
glyph. If the spell has a target, it targets the intruder. If the spell
has an area or an amorphous effect the area or effect is centered on the
intruder. If the spell summons creatures, they appear as close as possible to
the intruder and attack. Saving throws and spell resistance operate as normal,
except that the DC is based on the level of the spell stored in the glyph.
Material
Component: You trace
the glyph with incense, which must first be sprinkled with powdered
diamond worth at least 200 gp.
Glyph of Warding, Greater
Abjuration
Level: Clr 6
This spell
functions like glyph of warding, except that a greater blast glyph deals
up to 10d8 points of damage, and a greater spell glyph can store a spell
of 6th level or lower.
Material
Component: You trace
the glyph with incense, which must first be sprinkled with powdered
diamond worth at least 400 gp.
Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving
Throw: None
Spell
Resistance: Yes
Casting goodberry
upon a handful of freshly picked berries makes 2d4 of them magical. You (as
well as any other druid of 3rd or higher level) can immediately discern which
berries are affected. Each transmuted berry provides nourishment as if it were
a normal meal for a Medium creature. The berry also cures 1 point of damage
when eaten, subject to a maximum of 8 points of such curing in any 24-hour
period.
Good Hope
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of
which may be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
instills powerful hope in the subjects. Each affected creature gains a +2
morale bonus on saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls.
Good hope
counters and dispels
crushing despair.
Grasping Hand
Evocation
[Force]
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
This spell
functions like interposing hand, except the hand can also grapple one
opponent that you select. The grasping hand gets one grapple attack per
round.
Its attack
bonus to make contact equals your caster level + your Intelligence, Wisdom, or
Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for
the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this
same figure, except with a +4 modifier for being Large instead of –1. The hand
holds but does not harm creatures it grapples.
Directing
the spell to a new target is a move action.
The grasping
hand can also bull rush an opponent as forceful hand does, but at a
+16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a
+2 bonus for charging, which it always gets), or interpose itself as interposing
hand does.
Clerics who
cast this spell name it for their deities.
Arcane
Focus: A leather
glove.
Grease
Conjuration
(Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or
Area: One object or
a 10-ft. square
Duration: 1 round/level (D)
Saving
Throw: See text
Spell
Resistance: No
A grease spell
covers a solid surface with a layer of slippery grease. Any creature in the
area when the spell is cast must make a successful Reflex save or fall. This
save is repeated on your turn each round that the creature remains within the
area. A creature can walk within or through the area of grease at half normal
speed with a DC 10 Balance check. Failure means it can’t move that round (and
must then make a Reflex save or fall), while failure
by 5 or more means it falls (see the Balance skill for details).
The spell
can also be used to create a greasy coating on an item. Material objects not in
use are always affected by this spell, while an object wielded or employed by a
creature receives a Reflex saving throw to avoid the effect. If the initial
saving throw fails, the creature immediately drops the item. A saving throw
must be made in each round that the creature attempts to pick up or use the greased
item. A creature wearing greased armor or clothing gains a +10
circumstance bonus on Escape Artist checks and on grapple checks made to resist
or escape a grapple or to escape a pin.
Material
Component: A bit of
pork rind or butter.
Greater (Spell Name)
Any spell
whose name begins with greater is alphabetized in this chapter according
to the second word of the spell name. Thus, the description of a greater spell
appears near the description of the spell on which it is based. Spell chains
that have greater spells in them include those based on the spells arcane
sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic
weapon, planar ally, planar binding, prying eyes, restoration, scrying, shadow
conjuration, shadow evocation, shout, and teleport.
Guards and Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: 30 minutes
Range: Anywhere within the area to be
warded
Area: Up to 200 sq. ft./level
(S)
Duration: 2 hours/level (D)
Saving
Throw: See text
Spell
Resistance: See text
This
powerful spell is primarily used to defend your stronghold. The ward protects
200 square feet per caster level. The warded area can be as much as 20 feet
high, and shaped as you desire. You can ward several stories of a stronghold by
dividing the area among them; you must be somewhere within the area to be
warded to cast the spell. The spell creates the following magical effects
within the warded area.
Fog: Fog fills all corridors, obscuring
all sight, including darkvision, beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to locate the
target). Saving Throw: None. Spell Resistance: No.
Arcane
Locks: All doors in
the warded area are arcane locked. Saving Throw: None.
Spell Resistance: No.
Webs: Webs fill all stairs from top to
bottom. These strands are identical with those created by the web spell,
except that they regrow in 10 minutes if they are burned or torn away while the
guards and wards spell lasts. Saving Throw: Reflex
negates; see text for web. Spell Resistance: No.
Confusion:
Where there are
choices in direction—such as a corridor intersection or side passage—a minor confusion-type
effect functions so as to make it 50% probable that intruders believe they are
going in the opposite direction from the one they actually chose. This is an
enchantment, mind-affecting effect. Saving Throw: None.
Spell Resistance: Yes.
Lost
Doors: One door per
caster level is covered by a silent image to appear as if it were a
plain wall. Saving Throw: Will disbelief (if interacted
with). Spell Resistance: No.
In addition,
you can place your choice of one of the following five magical effects.
1. Dancing
lights in four corridors. You can designate a simple program that causes
the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.
2. A magic
mouth in two places. Saving Throw: None. Spell
Resistance: No.
3. A stinking
cloud in two places. The vapors appear in the places you designate; they
return within 10 minutes if dispersed by wind while the guards and wards spell
lasts. Saving Throw: Fortitude negates; see text for stinking
cloud. Spell Resistance: No.
4. A gust
of wind in one corridor or room. Saving Throw: Fortitude negates. Spell
Resistance: Yes.
5. A suggestion
in one place. You select an area of up to 5 feet square, and any creature
who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: Yes.
The whole
warded area radiates strong magic of the abjuration school. A dispel magic cast
on a specific effect, if successful, removes only that effect. A successful Mage’s
disjunction destroys the entire guards and wards effect.
Material
Component: Burning
incense, a small measure of brimstone and oil, a knotted string, and a small
amount of blood.
Focus: A small silver rod.
Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
This spell
imbues the subject with a touch of divine guidance. The creature gets a +1
competence bonus on a single attack roll, saving throw, or skill check. It must
choose to use the bonus before making the roll to which it applies.
Gust of Wind
Evocation
[Air]
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Effect: Line-shaped gust of severe wind
emanating out from you to the extreme of the range
Duration: 1 round
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
creates a severe blast of air (approximately 50 mph) that originates from you,
affecting all creatures in its path.
A Tiny or
smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking
1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller
creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due
to battering and buffeting.
Small
creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
Medium
creatures are unable to move forward against the force of the wind, or if
flying are blown back 1d6x5 feet.
Large or
larger creatures may move normally within a gust of wind effect.
A gust of
wind can’t move a creature beyond the limit of its range.
Any
creature, regardless of size, takes a –4 penalty on ranged attacks and Listen
checks in the area of a gust of wind.
The force of
the gust automatically extinguishes candles, torches, and similar
unprotected flames. It causes protected flames, such as those of lanterns, to
dance wildly and has a 50% chance to extinguish those lights.
In addition
to the effects noted, a gust of wind can do anything that a sudden blast
of wind would be expected to do. It can create a stinging spray of sand or
dust, fan a large fire, overturn delicate awnings or hangings, heel over a
small boat, and blow gases or vapors to the edge of its range.
Gust of
wind can be made
permanent with a permanency spell.
Evocation
[Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting
Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the
touched point
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: See text
Hallow makes a particular site, building, or
structure a holy site. This has four major effects.
First, the
site or structure is guarded by a magic circle against evil effect.
Second, all
Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks
to command undead take a –4 penalty. Spell resistance does not apply to this
effect. (This provision does not apply to the druid version of the spell.)
Third, any
dead body interred in a hallowed site cannot be turned into an undead
creature.
Finally, you
may choose to fix a single spell effect to the hallowed site. The spell
effect lasts for one year and functions throughout the entire site, regardless
of the normal duration and area or effect. You may designate whether the effect
applies to all creatures, creatures who share your faith or alignment, or
creatures who adhere to another faith or alignment. At
the end of the year, the chosen effect lapses, but it can be renewed or
replaced simply by casting hallow again.
Spell
effects that may be tied to a hallowed site include aid, bane, bless,
cause fear, darkness, daylight, death ward, deeper darkness, detect evil,
detect magic, dimensional anchor, discern lies, dispel magic, endure elements,
freedom of movement, invisibility purge, protection from energy, remove fear,
resist energy, silence, tongues, and zone of truth. Saving throws
and spell resistance might apply to these spells’ effects. (See the individual
spell descriptions for details.)
An area can
receive only one hallow spell (and its
associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material
Component: Herbs,
oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell
to be included in the hallowed area.
Hallucinatory Terrain
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
You make
natural terrain look, sound, and smell like some other sort of natural terrain.
Structures, equipment, and creatures within the area are not hidden or changed
in appearance.
Material
Component: A stone,
a twig, and a bit of green plant.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead creatures, no two
of which can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Will negates
(see text)
Spell
Resistance: Yes
This spell
renders as many as three undead creatures immobile. A nonintelligent undead
creature gets no saving throw; an intelligent undead creature does. If the
spell is successful, it renders the undead creature immobile for the duration
of the spell (similar to the effect of hold person on a living
creature). The effect is broken if the halted creatures are attacked or
take damage.
Material
Component: A pinch
of sulfur and powdered garlic.
Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half;
see text
Spell
Resistance: Yes
Harm charges a subject with negative
energy that deals 10 points of damage per caster level (to a maximum of 150
points at 15th level). If the creature successfully saves, harm deals
half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on
an undead creature, harm acts like heal.
Haste
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: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The transmuted
creatures move and act more quickly than normal. This extra speed has several
effects.
When making
a full attack action, a hasted creature may make one extra attack with any
weapon he is holding. The attack is made using the creature’s full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of speed,
nor does it actually grant an extra action, so you can’t use it to cast a
second spell or otherwise take an extra action in the round.)
A hasted creature
gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Any condition that makes you lose your Dexterity bonus to Armor Class (if any)
also makes you lose dodge bonuses.
All of the hasted
creature’s modes of movement (including land movement, burrow, climb, fly,
and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed
using that form of movement. This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal for increased speed.
Multiple haste
effects don’t stack. Haste dispels and counters slow.
Material
Component: A shaving
of licorice root.
Heal
Conjuration
(Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Heal enables you to channel positive
energy into a creature to wipe away injury and afflictions. It immediately ends
any and all of the following adverse conditions affecting the Target: ability
damage, blinded, confused, dazed, dazzled, deafened, diseased,
exhausted, fatigued, feebleminded, insanity, nauseated, sickened,
stunned, and poisoned. It also cures 10 hit points of damage per level of the
caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels,
restore permanently drained levels, or restore permanently drained ability
score points.
If used
against an undead creature, heal instead acts like harm.
Heal, Mass
Conjuration
(Healing)
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like heal, except as noted above. The maximum number of hit
points restored to each creature is 250.
Heal Mount
Conjuration
(Healing)
Level: Pal 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
functions like heal, but it affects only the paladin’s special mount
(typically a warhorse).
Heat Metal
Transmutation
[Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per
two levels, no two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Heat
metal makes metal
extremely warm. Unattended, nonmagical metal gets no saving throw. Magical
metal is allowed a saving throw against the spell. An item in a creature’s
possession uses the creature’s saving throw bonus unless its own is higher.
A creature
takes fire damage if its equipment is heated. It takes full damage if its armor
is affected or if it is holding, touching, wearing, or carrying metal weighing
one-fifth of its weight. The creature takes minimum damage (1 point or 2
points; see the table) if it’s not wearing metal armor and the metal that it’s
carrying weighs less than one-fifth of its weight.
On the first
round of the spell, the metal becomes warm and uncomfortable to touch but deals
no damage. The same effect also occurs on the last round of the spell’s
duration. During the second (and also the next-to-last) round, intense heat
causes pain and damage. In the third, fourth, and fifth rounds, the metal is
searing hot, causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Warm |
None |
2 |
Hot |
1d4 points |
3–5 |
Searing |
2d4 points |
6 |
Hot |
1d4 points |
7 |
Warm |
None |
Any cold
intense enough to damage the creature negates fire damage from the spell (and
vice versa) on a point-for-point basis. If cast underwater, heat metal deals
half damage and boils the surrounding water.
Heat
metal counters and
dispels chill metal.
Helping Hand
Evocation
Level: Clr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 5 miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving
Throw: None
Spell
Resistance: No
You create
the ghostly image of a hand, which you can send to find a creature within 5
miles. The hand then beckons to that creature and leads it to you if the
creature is willing to follow.
When the
spell is cast, the hand appears in front of you. You then specify a person (or
any creature) by physical description, which can include race, gender, and
appearance but not ambiguous
Distance |
Time to
Locate |
100 ft. or
less |
1 round |
1,000 ft. |
1 minute |
1 mile |
10 minutes |
2 miles |
1 hour |
3 miles |
2 hours |
4 miles |
3 hours |
5 miles |
4 hours |
Once the
hand locates the subject, it beckons the creature to follow it. If the subject
does so, the hand points in your direction, indicating the most direct feasible
route. The hand hovers 10 feet in front of the subject, moving before it at a
speed of as much as 240 feet per round. Once the hand leads the subject back to
you, it disappears.
The subject
is not compelled to follow the hand or act in any particular way toward you. If
the subject chooses not to follow, the hand continues to beckon for the
duration of the spell, then disappears. If the spell
expires while the subject is en route to you, the hand disappears; the subject
must then rely on her own devices to locate you.
If more than
one subject in a 5-mile radius meets the description, the hand locates the
closest creature. If that creature refuses to follow the hand, the hand does
not seek out a second subject.
If, at the
end of 4 hours of searching, the hand has found no subject that matches the
description within 5 miles, it returns to you, displays an outstretched palm
(indicating that no such creature was found), and disappears.
The ghostly
hand has no physical form. It is invisible to anyone except you and a potential
subject. It cannot engage in combat or execute any other task aside from
locating a subject and leading it back to you. The hand can’t pass through
solid objects but can ooze through small cracks and slits. The hand cannot
travel more than 5 miles from the spot it appeared when you cast the spell.
Heroes’ Feast
Conjuration
[Creation]
Level: Brd 6, Clr 6
Components: V, S, DF
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving
Throw: None
Spell
Resistance: No
You bring
forth a great feast, including a magnificent table, chairs, service, and food
and drink. The feast takes 1 hour to consume, and the beneficial effects do not
set in until this hour is over. Every creature partaking of the feast is cured
of all diseases, sickness, and nausea; becomes immune to poison for 12 hours;
and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10)
after imbibing the nectar-like beverage that is part of the feast. The
ambrosial food that is consumed grants each creature that partakes a +1 morale
bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast
is interrupted for any reason, the spell is ruined and all effects of the spell
are negated.
Heroism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell
imbues a single creature with great bravery and morale in battle. The target
gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This spell
functions like heroism, except the creature gains a +4 morale bonus on
attack rolls, saves, and skill checks, immunity to fear effects, and temporary
hit points equal to your caster level (maximum 20).
Hide from Animals
Abjuration
Level: Drd 1, Rgr 1
Components: S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One creature touched/level
Duration: 10 min./level
(D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
Animals
cannot see, hear, or smell the warded creatures. Even extraordinary or
supernatural sensory capabilities, such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded creatures. Animals simply act as
though the warded creatures are not there. If a warded character touches an
animal or attacks any creature, even with a spell, the spell ends for all
recipients.
Hide from Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level
(D)
Saving
Throw: Will negates
(harmless); see text
Spell
Resistance: Yes
Undead
cannot see, hear, or smell the warded creatures. Even extraordinary or
supernatural sensory capabilities, such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded creatures. Nonintelligent undead
creatures are automatically affected and act as though the warded creatures are
not there. An intelligent undead creature gets a single Will saving throw. If
it fails, the subject can’t see any of the warded creatures. However, if it has
reason to believe unseen opponents are present, it can attempt to find or
strike them. If a warded creature attempts to turn or command undead, touches
an undead creature, or attacks any creature (even with a spell), the spell ends
for all recipients.
Hideous Laughter
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
afflicts the subject with uncontrollable laughter. It collapses into gales of
manic laughter, falling prone. The subject can take no actions while laughing,
but is not considered helpless. After the spell ends, it can act normally.
A creature
with an Intelligence score of 2 or lower is not affected. A creature whose type
is different from the caster’s receives a +4 bonus on
its saving throw, because humor doesn’t “translate” well.
Material
Component: Tiny
tarts that are thrown at the target and a feather that is waved in the air.
Hold Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Target: One animal
This spell
functions like hold person, except that it affects an animal instead of
a humanoid.
Hold Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living creature
This spell
functions like hold person, except that it affects any living creature
that fails its Will save.
Arcane
Material Component: One
hard metal bar or rod, which can be as small as a three-penny nail.
Hold Monster, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like hold person, except that it affects multiple creatures
and holds any living creature that fails its Will save.
Hold Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
The subject
becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round on its turn, the subject may
attempt a new saving throw to end the effect. (This is a full-round action that
does not provoke attacks of opportunity.)
A winged
creature who is paralyzed cannot flap its wings and
falls. A swimmer can’t swim and may drown.
Arcane
Focus: A small,
straight piece of iron.
Hold Person, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Targets: One or more humanoid creatures, no
two of which can be more than 30 ft. apart
This spell
functions like hold person, except as noted above.
Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
This spell
magically holds shut a door, gate, window, or shutter of wood, metal, or stone.
The magic affects the portal just as if it were securely closed and normally
locked. A knock spell or a successful dispel magic spell can
negate a hold portal spell.
For a portal
affected by this spell, add 5 to the normal DC for forcing open the portal.
Holy Aura
Abjuration
[Good]
Level: Clr 8, Good 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 brilliant
divine radiance surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by evil creatures, and causing evil creatures to
become blinded 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 evil, this benefit applies against all
attacks, not just against attacks by evil creatures.
Second, each
warded creature gains spell resistance 25 against evil spells and spells cast
by evil creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
evil does.
Finally, if
an evil creature succeeds on a melee attack against a warded creature, the
offending attacker is blinded (Fortitude save negates, as blindness/deafness,
but against holy aura’s save DC).
Focus: A tiny reliquary containing some
sacred relic. The reliquary costs at least 500 gp.
Holy Smite
Evocation
[Good]
Level: Good 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You draw
down holy power to smite your enemies. Only evil and neutral creatures are harmed
by the spell; good creatures are unaffected.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil
creature in the area (or 1d6 points of damage per caster level, maximum 10d6,
to an evil outsider) and causes it to become blinded for 1 round. A successful
Will saving throw reduces damage to half and negates the blinded effect.
The spell
deals only half damage to creatures who are neither
good nor evil, and they are not blinded. Such a creature can reduce that damage
by half (down to one-quarter of the roll) with a successful Will save.
Holy Sword
Evocation
[Good]
Level: Pal 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
This spell
allows you to channel holy power into your sword, or any other melee weapon you
choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on
attack and damage rolls, extra 2d6 damage against evil opponents). It also
emits a magic circle against evil effect (as the spell). If the magic
circle ends, the sword creates a new one on your turn as a free action. The
spell is automatically canceled 1 round after the weapon leaves your hand. You
cannot have more than one holy sword at a time.
If this
spell is cast on a magic weapon, the powers of the spell supersede any that the
weapon normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not cumulative
with bless weapon or any other spell that might modify the weapon in any
way.
This spell
does not work on artifacts.
Note: A masterwork weapon’s bonus to attack
does not stack with an enhancement bonus to attack.
Holy Word
Evocation
[Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Nongood creatures in a 40-ft.-radius
spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any nongood
creature within the area that hears the holy word suffers the following
ill effects.
HD |
Effect |
Equal to
caster level |
Deafened |
Up to
caster level |
–1
Blinded, deafened |
Up to
caster level |
–5
Paralyzed, blinded, deafened |
Up to
caster level |
–10
Killed, paralyzed, blinded, deafened |
The effects
are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The creature is
deafened for 1d4 rounds.
Blinded: The creature is blinded for 2d4
rounds.
Paralyzed:
The creature is
paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead
creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, nongood extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the holy word. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by holy word.
Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which
can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell
Resistance: Yes
This spell
evaporates moisture from the body of each subject living creature,
dealing 1d6 points of damage per caster level (maximum 20d6). This spell is
especially devastating to water elementals and plant creatures, which instead
take 1d8 points of damage per caster level (maximum
20d8).
Arcane
Material Component: A
bit of sponge.
Hypnotic Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V (Brd only), S, M; see text
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 10-ft.-radius
spread
Duration: Concentration + 2 rounds
Saving
Throw: Will negates
Spell
Resistance: Yes
A twisting
pattern of subtle, shifting colors weaves through the air, fascinating
creatures within it. Roll 2d4 and add your caster level (maximum 10) to
determine the total number of Hit Dice of creatures affected. 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. Affected creatures become
fascinated by the pattern of colors. Sightless creatures are not affected.
A wizard or
sorcerer need not utter a sound to cast this spell, but a bard must sing, play
music, or recite a rhyme as a verbal component.
Material
Component: A glowing
stick of incense or a crystal rod filled with phosphorescent material.
Hypnotism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of
which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
Your
gestures and droning incantation fascinate nearby creatures, causing them to
stop and stare blankly at you. In addition, you can use their rapt attention to
make your suggestions and requests seem more plausible. Roll 2d4 to see how
many total Hit Dice of creatures you affect. Creatures with fewer HD are
affected before creatures with more HD. Only creatures that can see or hear you
are affected, but they do not need to understand you to be fascinated.
If you use
this spell in combat, each target gains a +2 bonus on its saving throw. If the
spell affects only a single creature not in combat at the time, the saving
throw has a penalty of –2.
While the
subject is fascinated by this spell, it reacts as though it were two steps more
friendly in attitude. This allows you to make a single
request of the affected creature (provided you can communicate with it). The
request must be brief and reasonable. Even after the spell ends, the creature
retains its new attitude toward you, but only with respect to that particular
request.
A creature
that fails its saving throw does not remember that you enspelled it.
Evocation
[Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft.
high)
Duration: 1 full round
Saving
Throw: None
Spell
Resistance: Yes
Great
magical hailstones pound down for 1 full round, dealing 3d6 points of
bludgeoning damage and 2d6 points of cold damage to every creature in the area.
A –4 penalty applies to each Listen check made within the ice storm’s
effect, and all land movement within its area is at half speed. At the end of
the duration, the hail disappears, leaving no aftereffects (other than the
damage dealt).
Arcane
Material Component: A
pinch of dust and a few drops of water.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
The spell
determines all magic properties of a single magic item, including how to
activate those functions (if appropriate), and how many charges are left (if
any).
Identify does not function when used on an
artifact.
Arcane
Material Component: A
pearl of at least 100 gp value, crushed and stirred
into wine with an owl feather; the infusion must be drunk prior to
spellcasting.
Illusory Script
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 minute or
longer; see text
Range: Touch
Target: One touched object weighing no more
than 10 lb.
Duration: One day/level (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
You write
instructions or other information on parchment, paper, or any suitable writing
material. The illusory script appears to be some form of foreign or
magical writing. Only the person (or people) designated by you at the time of
the casting are able to read the writing; it’s unintelligible to any other
character, although an illusionist recognizes it as illusory script.
Any
unauthorized creature attempting to read the script triggers a potent illusory
effect and must make a saving throw. A successful saving throw means the
creature can look away with only a mild sense of disorientation. Failure means
the creature is subject to a suggestion implanted in the script by you at the
time the illusory script spell was cast. The suggestion lasts only 30 minutes.
Typical suggestions include “Close the book and leave,” “Forget the existence
of the book,” and so forth. If successfully dispelled by dispel magic, the
illusory script and its secret message disappear. The hidden message can
be read by a combination of the true seeing spell with the read magic
or comprehend languages spell.
The casting
time depends on how long a message you wish to write, but it is always at least
1 minute.
Material
Component: A
lead-based ink (cost of not less than 50 gp).
Illusory Wall
Illusion
(Figment)
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. by 10 ft. by 10 ft.
Duration: Permanent
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
This spell
creates the illusion of a wall, floor, ceiling, or similar surface. It appears
absolutely real when viewed, but physical objects can pass through it without
difficulty. When the spell is used to hide pits, traps, or
normal doors, any detection abilities that do not require sight work normally.
Touch or a probing search reveals the true nature of the surface, though such
measures do not cause the illusion to disappear.
Imbue with Spell Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting
Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You transfer
some of your currently prepared spells, and the ability to cast them, to
another creature. Only a creature with an Intelligence score of at least 5 and
a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from
the schools of abjuration, divination, and conjuration (healing) can be
transferred. The number and level of spells that the subject can be granted
depends on its Hit Dice; even multiple castings of imbue with spell ability can’t
exceed this limit.
HD of
Recipient |
Spells
Imbued |
2 or lower |
One
1st-level spell |
3–4 |
One or two
1st-level spells |
5 or
higher |
One or two
1st-level spells and one 2nd-level spell |
The
transferred spell’s variable characteristics (range, duration, area, and the
like) function according to your level, not the level of the recipient.
Once you
cast imbue with spell ability, you cannot prepare a new 4th-level spell
to replace it until the recipient uses the imbued spells or is slain, or until
you dismiss the imbue with spell ability spell. In the meantime, you
remain responsible to your deity or your principles for the use to which the
spell is put. If the number of 4th-level spells you can cast decreases, and
that number drops below your current number of active imbue with spell
ability spells, the more recently cast imbued spells are dispelled.
To cast a
spell with a verbal component, the subject must be able to speak. To cast a
spell with a somatic component, it must have humanlike hands. To cast a spell
with a material component or focus, it must have the materials or focus.
Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You create a
destructive resonance in a corporeal creature’s body. For each round you
concentrate, you cause one creature to collapse in on itself,
killing it. (This effect, being instantaneous, cannot be dispelled.)
You can
target a particular creature only once with each casting of the spell.
Implosion
has no effect on
creatures in gaseous form or on incorporeal creatures.
Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
When you
cast imprisonment and touch a creature, it is entombed in a state of
suspended animation (see the temporal stasis spell) in a small sphere
far beneath the surface of the earth. The subject remains there unless a freedom
spell is cast at the locale where the imprisonment took place. Magical
search by a crystal ball, a locate object spell, or some other
similar divination does not reveal the fact that a creature is imprisoned, but discern
location does. A wish or miracle spell will not free the
recipient, but will reveal where it is entombed. If you know the target’s name
and some facts about its life, the target takes a –4 penalty on its save.
Incendiary Cloud
Conjuration
(Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20
ft. high
Duration: 1 round/level
Saving
Throw: Reflex half;
see text
Spell
Resistance: No
An incendiary
cloud spell creates a cloud of roiling smoke shot through with white-hot
embers. The smoke obscures all sight as a fog cloud does. In addition,
the white-hot embers within the cloud deal 4d6 points of fire damage to
everything within the cloud on your turn each round. All targets can make
Reflex saves each round to take half damage.
As with a cloudkill
spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of
origin, which is 10 feet farther away from where you were when you cast the
spell. By concentrating, you can make the cloud (actually its point of origin)
move as much as 60 feet each round. Any portion of the cloud that would extend
beyond your maximum range dissipates harmlessly,
reducing the remainder’s spread thereafter.
As with fog
cloud, wind disperses the smoke, and the spell can’t be cast underwater.
Inflict Critical Wounds
Necromancy
Level: Clr 4, Destruction 4
This spell
functions like inflict light wounds, except that you deal 4d8 points of
damage +1 point per caster level (maximum +20).
Inflict Critical Wounds, Mass
Necromancy
Level: Clr 8
This spell
functions like mass inflict light wounds, except that it deals 4d8
points of damage +1 point per caster level (maximum +40).
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half
Spell
Resistance: Yes
When laying
your hand upon a creature, you channel negative energy that deals 1d8 points of
damage +1 point per caster level (maximum +5).
Since undead
are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it.
Inflict Light Wounds, Mass
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will half
Spell
Resistance: Yes
Negative
energy spreads out in all directions from the point of origin, dealing 1d8
points of damage +1 point per caster level (maximum +25) to nearby living
enemies.
Like other inflict
spells, mass inflict light wounds cures undead in its area rather
than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells.
Inflict Minor Wounds
Necromancy
Level: Clr 0
Saving
Throw: Will negates
This spell
functions like inflict light wounds, except that you deal 1 point of
damage and a Will save negates the damage instead of halving it.
Inflict Moderate Wounds
Necromancy
Level: Clr 2
This spell
functions like inflict light wounds, except that you deal 2d8 points of
damage +1 point per caster level (maximum +10).
Inflict Moderate Wounds, Mass
Necromancy
Level: Clr 6
This spell functions
like mass inflict light wounds, except that it deals 2d8 points of
damage +1 point per caster level (maximum +30).
Inflict Serious Wounds
Necromancy
Level: Clr 3
This spell
functions like inflict light wounds, except that you deal 3d8 points of
damage +1 point per caster level (maximum +15).
Inflict Serious Wounds, Mass
Necromancy
Level: Clr 7
This spell
functions like mass inflict light wounds, except that it deals 3d8
points of damage +1 point per caster level (maximum +35).
Insanity
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
The affected
creature suffers from a continuous confusion effect, as the spell.
Remove
curse does not
remove insanity. Greater restoration, heal, limited
wish, miracle, or wish can restore the creature.
Insect Plague
Conjuration
(Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting
Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three
levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
You summon a
number of swarms of locusts (one per three levels, to a maximum of six swarms
at 18th level). The swarms must be summoned so that each one is adjacent to at
least one other swarm (that is, the swarms must fill one contiguous area). You
may summon the locust swarms so that they share the area of other creatures.
Each swarm attacks any creatures occupying its area. The swarms are stationary
after being summoned, and won’t pursue creatures that flee.
Instant Summons
Conjuration
(Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: See text
Target: One object
weighing 10 lb. or less whose longest dimension is 6 ft. or less
Duration: Permanent until discharged
Saving
Throw: None
Spell
Resistance: No
You call
some nonliving item from virtually any location directly to your hand.
First, you
must place your arcane mark on the item. Then you cast this spell, which
magically and invisibly inscribes the name of the item on a sapphire worth at
least 1,000 gp. Thereafter, you can summon the item by speaking a special word
(set by you when the spell is cast) and crushing the gem. The item appears
instantly in your hand. Only you can use the gem in this way.
If the item
is in the possession of another creature, the spell does not work, but you know
who the possessor is and roughly where that creature is located when the
summons occurs.
The
inscription on the gem is invisible. It is also unreadable, except by means of
a read magic spell, to anyone but you.
The item can
be summoned from another plane, but only if no other creature has claimed
ownership of it.
Material
Component: A
sapphire worth at least 1,000 gp.
Interposing Hand
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: Yes
Interposing
hand creates a Large magic hand that appears between you and one opponent.
This floating, disembodied hand then moves to remain between the two of you,
regardless of where you move or how the opponent tries to get around it,
providing cover (+4 AC) for you against that opponent. Nothing can fool the
hand—it sticks with the selected opponent in spite of darkness, invisibility,
polymorphing, or any other attempt at hiding or disguise. The hand does not
pursue an opponent, however.
An interposing
hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as you do when you’re undamaged, and its AC is 20 (–1
size, +11 natural). It takes damage as a normal creature, but most magical
effects that don’t cause damage do not affect it.
The hand
never provokes attacks of opportunity from opponents. It cannot push through a wall
of force or enter an antimagic field, but it suffers the full effect
of a prismatic wall or prismatic sphere. The hand makes saving
throws as its caster.
Disintegrate
or a successful dispel
magic destroys it.
Any creature
weighing 2,000 pounds or less that tries to push past the hand is slowed to
half its normal speed. The hand cannot reduce the speed of a creature weighing
more than 2,000 pounds, but it still affects the creature’s attacks.
Directing
the spell to a new target is a move action.
Focus: A soft glove.
Invisibility
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal or touch
Target: You or a creature or object weighing
no more than 100 lb./level
Duration: 1 min./level
(D)
Saving
Throw: Will negates
(harmless) or Will negates (harmless, object)
Spell
Resistance: Yes
(harmless) or Yes (harmless, object)
The creature
or object touched becomes invisible, vanishing from sight, even from
darkvision. If the recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor your allies can see the
subject, unless you can normally see invisible things or you employ magic to do
so.
Items
dropped or put down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it
becomes visible.
Of course,
the subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as stepping in a puddle). The spell ends
if the subject attacks any creature. For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe.
(Exactly who is a foe depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not break the spell. Causing harm
indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat, climb stairs, summon monsters and have them attack, cut the ropes holding
a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not
foes are not attacks for this purpose, even when they include foes in their area.
Invisibility
can be made
permanent (on objects only) with a permanency spell.
Arcane
Material Component: An
eyelash encased in a bit of gum arabic.
Invisibility, Greater
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving
Throw: Will negates
(harmless)
This spell
functions like invisibility, except that it doesn’t end if the subject
attacks.
Invisibility, Mass
Illusion
(Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of creatures, no two of
which can be more than 180 ft. apart
This spell
functions like invisibility, except that the effect is mobile with the
group and is broken when anyone in the group attacks. Individuals in the group
cannot see each other. The spell is broken for any individual who moves more
than 180 feet from the nearest member of the group. (If only two individuals
are affected, the one moving away from the other one loses its invisibility. If
both are moving away from each other, they both become visible when the
distance between them exceeds 180 feet.)
Material
Component: An
eyelash encased in a bit of gum arabic.
Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
(D)
You surround
yourself with a sphere of power with a radius of 5 feet per caster level that
negates all forms of invisibility.
Anything
invisible becomes visible while in the area.
Invisibility Sphere
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Area: 10-ft.-radius emanation around the
creature or object touched
This spell
functions like invisibility, except that this spell confers invisibility
upon all creatures within 10 feet of the recipient. The center of the effect is
mobile with the recipient.
Those
affected by this spell can see each other and themselves as if unaffected by
the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do
not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If
the spell recipient attacks, the invisibility sphere ends.
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./level
(D)
This spell
transforms your body into living iron, which grants you several powerful
resistances and abilities.
You gain
damage reduction 15/adamantine. You are immune to blindness, critical hits,
ability score damage, deafness, disease, drowning, electricity, poison,
stunning, and all spells or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. However, you also
become vulnerable to all special attacks that affect iron golems.
You gain a
+6 enhancement bonus to your Strength score, but you take a –6 penalty to
Dexterity as well (to a minimum Dexterity score of 1), and your speed is
reduced to half normal. You have an arcane spell failure chance of 50% and a –8
armor check penalty, just as if you were clad in full plate armor. You cannot
drink (and thus can’t use potions) or play wind instruments.
Your unarmed
attacks deal damage equal to a club sized for you (1d4 for Small characters or
1d6 for Medium characters), and you are considered armed when making unarmed
attacks.
Your weight
increases by a
Arcane
Material Component: A
small piece of iron that was once part of either an
iron golem, a hero’s armor, or a war machine.
Ironwood
Transmutation
Level: Drd 6
Components: V, S, M
Casting
Time: 1 minute/lb.
created
Range: 0 ft.
Effect: An ironwood object weighing
up to 5 lb./level
Duration: One day/level (D)
Saving
Throw: None
Spell
Resistance: No
Ironwood is a magical substance created by
druids from normal wood. While remaining natural wood in almost every way, ironwood
is as strong, heavy, and resistant to fire as steel. Spells that affect
metal or iron do not function on ironwood. Spells that affect wood do
affect ironwood, although ironwood does not burn. Using this
spell with wood shape or a wood-related Craft check, you can fashion
wooden items that function as steel items. Thus, wooden plate armor and wooden
swords can be created that are as durable as their normal steel counterparts.
These items are freely usable by druids.
Further, if
you make only half as much ironwood as the spell would normally allow,
any weapon, shield, or suit of armor so created is treated as a magic item with
a +1 enhancement bonus.
Material
Component: Wood
shaped into the form of the intended ironwood object.
Irresistible Dance
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving
Throw: None
Spell
Resistance: Yes
The subject
feels an undeniable urge to dance and begins doing so, complete with foot
shuffling and tapping. The spell effect makes it impossible for the subject to
do anything other than caper and prance in place. The effect imposes a –4
penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC
bonus granted by a shield the target holds. The dancing subject provokes
attacks of opportunity each round on its turn.
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
(D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The subject
gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to
+20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material
Component: A
grasshopper’s hind leg, which you break when the spell is cast.
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all
of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
This spell
makes a weapon magically keen, improving its ability to deal telling blows.
This transmutation doubles the threat range of the weapon. A threat range of 20
becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of
18–20 becomes 15–20. The spell can be cast only on piercing or slashing
weapons. If cast on arrows or crossbow bolts, the keen
edge on a particular projectile ends after one use, whether or not the
missile strikes its intended target. (Treat shuriken as arrows, rather
than as thrown weapons, for the purpose of this spell.)
Multiple
effects that increase a weapon’s threat range (such as the keen edge spell
and the Improved Critical feat) don’t stack. You can’t cast this spell on a
natural weapon, such as a claw.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area
of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving
Throw: None
Spell
Resistance: No
The knock
spell opens stuck, barred, locked, held, or arcane locked doors.
It opens secret doors, as well as locked or trick-opening boxes or chests. It
also loosens welds, shackles, or chains (provided they serve to hold closures
shut). If used to open a arcane locked door,
the spell does not remove the arcane lock but simply suspends its
functioning for 10 minutes. In all other cases, the door does not relock itself
or become stuck again on its own. Knock does not raise barred gates or
similar impediments (such as a portcullis), nor does it affect ropes, vines,
and the like. The effect is limited by the area. Each spell can undo as many as
two means of preventing egress.
Know Direction
Divination
Level: Brd 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly know the direction of north from your current position. The spell is
effective in any environment in which “north” exists, but it may not work in
extraplanar settings. Your knowledge of north is correct at the moment of
casting, but you can get lost again within moments if you don’t find some
external reference point to help you keep track of direction.
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, M, F
Casting
Time: See text
Range: Personal
Target: You
Duration: See text
Legend
lore brings to your
mind legends about an important person, place, or thing. If the person or thing
is at hand, or if you are in the place in question, the casting time is only
1d4x10 minutes. If you have only detailed information on the person, place, or
thing, the casting time is 1d10 days, and the resulting lore is less complete and
specific (though it often provides enough information to help you find the
person, place, or thing, thus allowing a better legend lore result next
time). If you know only rumors, the casting time is 2d6 weeks, and the
resulting lore is vague and incomplete (though it often directs you to more
detailed information, thus allowing a better legend lore result next
time).
During the
casting, you cannot engage in other than routine activities: eating, sleeping,
and so forth. When completed, the divination brings legends (if any) about the
person, place, or things to your mind. These may be legends that are still
current, legends that have been forgotten, or even
information that has never been generally known. If the person, place, or thing
is not of legendary importance, you gain no information. As a rule of thumb,
characters who are 11th level and higher are “legendary,” as are the sorts of
creatures they contend with, the major magic items they wield, and the places
where they perform their key deeds.
Material
Component: Incense
worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp
each) formed into a rectangle.
Lesser (Spell Name)
Any spell
whose name begins with lesser is alphabetized in this chapter according
to the second word of the spell name. Thus, the description of a lesser spell
appears near the description of the spell on which it is based. Spell chains
that have lesser spells in them include those based on the spells confusion,
geas, globe of invulnerability, planar ally, planar
binding, and restoration.
Levitate
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1 standard
action
Range: Personal or close (25 ft. + 5 ft./2 levels)
Target: You or one willing creature or one
object (total weight up to 100 lb./level)
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
Levitate allows you to move yourself, another
creature, or an object up and down as you wish. A creature must be willing to
be levitated, and an object must be unattended or possessed by a willing
creature. You can mentally direct the recipient to move up or down as much as
20 feet each round; doing so is a move action. You cannot move the recipient
horizontally, but the recipient could clamber along the face of a cliff, for
example, or push against a ceiling to move laterally (generally at half its
base land speed).
A levitating
creature that attacks with a melee or ranged weapon finds itself
increasingly unstable; the first attack has a –1 penalty on attack rolls, the
second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Focus: Either a small leather loop or a
piece of golden wire bent into a cup shape with a long shank on one end.
Light
Evocation
[Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
This spell
causes an object to glow like a torch, shedding bright light in a 20-foot radius
(and dim light for an additional 20 feet) from the point you touch. The effect
is immobile, but it can be cast on a movable object. Light taken into an area
of magical darkness does not function.
A light
spell (one with the light descriptor) counters and dispels a darkness spell
(one with the darkness descriptor) of an equal or lower level.
Arcane
Material Component: A
firefly or a piece of phosphorescent moss.
Lightning Bolt
Evocation
[Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving
Throw: Reflex half
Spell
Resistance: Yes
You release
a powerful stroke of electrical energy that deals 1d6 points of electricity
damage per caster level (maximum 10d6) to each creature within its area. The
bolt begins at your fingertips.
The lightning
bolt sets fire to combustibles and damages objects in its path. It can melt
metals with a low melting point, such as lead, gold, copper, silver, or bronze.
If the damage caused to an interposing barrier shatters or breaks through it,
the bolt may continue beyond the barrier if the spell’s range permits;
otherwise, it stops at the barrier just as any other spell effect does.
Material
Component: A bit of
fur and an amber, crystal, or glass rod.
Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting
Time: 1 standard
action
Range: See text
Target,
Effect, or Area: See
text
Duration: See text
Saving
Throw: None; see
text
Spell
Resistance: Yes
A limited
wish lets you create nearly any type of effect. For example, a limited
wish can do any of the following things.
• Duplicate any sorcerer/wizard spell
of 6th level or lower, provided the spell is not of a
school prohibited to you.
• Duplicate any other spell of 5th
level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any sorcerer/wizard spell
of 5th level or lower, even if it’s of a prohibited school.
• Duplicate any other spell of 4th
level or lower, even if it’s of a prohibited school.
• Undo the harmful effects of many
spells, such as geas/quest or insanity.
• Produce any other effect whose power
level is in line with the above effects, such as a single creature
automatically hitting on its next attack or taking a –7 penalty on its next
saving throw.
A duplicated
spell allows saving throws and spell resistance as
normal (but the save DC is for a 7th-level spell). When a limited wish duplicates
a spell that has an XP cost, you must pay that cost or 300 XP, whichever is
more. When a limited wish spell duplicates a spell with a material
component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above).
Liveoak
Transmutation
Level: Drd 6
Components: V, S
Casting
Time: 10 minutes
Range: Touch
Target: Tree touched
Duration: One day/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
turns an oak tree into a protector or guardian. The spell can be cast on only a
single tree at a time; while liveoak is in effect, you can’t cast it
again on another tree. The tree on which the spell is cast must be within 10
feet of your dwelling place, within a place sacred to you, or within 300 feet
of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster
level is placed on the targeted oak. The liveoak spell triggers the tree
into animating as a treant.
If liveoak
is dispelled, the tree takes root immediately, wherever it happens to be.
If released by you, the tree tries to return to its original location before
taking root.
Locate Creature
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Duration: 10 min./level
This spell
functions like locate object, except this spell locates a known or
familiar creature.
You slowly
turn and sense when you are facing in the direction of the creature to be
located, provided it is within range. You also know in which direction the
creature is moving, if any.
The spell
can locate a creature of a specific kind or a specific creature known to you.
It cannot find a creature of a certain type. To find a kind of creature, you
must have seen such a creature up close (within 30 feet) at least once.
Running
water blocks the spell. It cannot detect objects. It can be fooled by mislead,
nondetection, and polymorph spells.
Material
Component: A bit of
fur from a bloodhound.
Locate Object
Divination
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a
radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
You sense
the direction of a well-known or clearly visualized object. You can search for
general items, in which case you locate the nearest one of its kind if more
than one is within range. Attempting to find a certain item requires a specific
and accurate mental image; if the image is not close enough to the actual
object, the spell fails. You cannot specify a unique item unless you have
observed that particular item firsthand (not through divination).
The spell is
blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph
any object fools it.
Arcane
Focus: A forked
twig.
Longstrider
Transmutation
Level: Drd 1, Rgr 1, Travel 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This spell
increases your base land speed by 10 feet. (This adjustment counts as an
enhancement bonus.) It has no effect on other modes of movement, such as
burrow, climb, fly, or swim.
Material
Component: A pinch
of dirt.
Lullaby
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures within a
10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
Any creature
within the area that fails a Will save becomes drowsy and inattentive, taking a
–5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep
effects while the lullaby is in effect. Lullaby lasts for as
long as the caster concentrates, plus up to 1 round per caster level
thereafter.
Conjuration
(Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No
An invisible
but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
Unlike
mundane armor, mage armor entails no armor check penalty, arcane spell
failure chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object
weighing up to 5 lb.
Duration: Concentration
Saving
Throw: None
Spell
Resistance: No
You point
your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction,
though the spell ends if the distance between you and the object ever exceeds
the spell’s range.
Mage’s Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items
within a 40-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: No
All magical
effects and magic items within the radius of the spell, except for those that
you carry or touch, are disjoined. That is, spells and spell-like effects are
separated into their individual components (ending the effect as a dispel magic spell does), and each permanent
magic item must make a successful Will save or be turned into a normal item. An
item in a creature’s possession uses its own Will save bonus or its possessor’s
Will save bonus, whichever is higher.
You also
have a 1% chance per caster level of destroying an antimagic field. If
the antimagic field survives the disjunction, no items within it
are disjoined.
Even
artifacts are subject to disjunction, though there is only a 1% chance
per caster level of actually affecting such powerful items. Additionally, if an
artifact is destroyed, you must make a DC 25 Will save or permanently lose all
spellcasting abilities. (These abilities cannot be recovered by mortal magic, not
even miracle or wish.)
Note: Destroying artifacts is a dangerous
business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Mage’s Faithful Hound
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until
discharged, then 1 round/caster level; see text
Saving
Throw: None
Spell
Resistance: No
You conjure
up a phantom watchdog that is invisible to everyone but yourself. It then
guards the area where it was conjured (it does not move). The hound immediately
starts barking loudly if any Small or larger creature approaches within 30 feet
of it. (Those within 30 feet of the hound when it is conjured may move about in
the area, but if they leave and return, they activate the barking.) The hound
sees invisible and ethereal creatures. It does not react to figments, but it
does react to shadow illusions.
If an
intruder approaches to within 5 feet of the hound, the dog stops barking and
delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage)
once per round. The dog also gets the bonuses appropriate to an invisible
creature.
The dog is
considered ready to bite intruders, so it delivers its first bite on the
intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose
of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell
lasts for 1 hour per caster level, but once the hound begins barking, it lasts
only 1 round per caster level. If you are ever more than 100 feet distant from
the hound, the spell ends.
Material
Component: A tiny
silver whistle, a piece of bone, and a thread.
Mage’s Lucubration
Transmutation
Level: Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly recall any one spell of 5th level or lower that you have used during
the past 24 hours. The spell must have been actually cast during that period.
The recalled spell is stored in your mind as through prepared in the normal
fashion.
If the
recalled spell requires material components, you must provide them. The
recovered spell is not usable until the material components are available.
Mage’s
Conjuration
(Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to
three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You conjure
up an extradimensional dwelling that has a single entrance on the plane from
which the spell was cast. The entry point looks like a faint shimmering in the
air that is 4 feet wide and 8 feet high. Only those you designate may enter the
mansion, and the portal is shut and made invisible behind you when you enter.
You may open it again from your own side at will. Once observers have passed
beyond the entrance, they are in a magnificent foyer with numerous chambers
beyond. The atmosphere is clean, fresh, and warm.
You can
create any floor plan you desire to the limit of the spell’s effect. The place
is furnished and contains sufficient foodstuffs to serve a nine-course banquet
to a dozen people per caster level. A staff of
near-transparent servants (as many as two per caster level), liveried and
obedient, wait upon all who enter. The servants function as unseen
servant spells except that they are visible and can go anywhere in the
mansion.
Since the
place can be entered only through its special portal, outside conditions do not
affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory,
a small piece of polished marble, and a tiny silver spoon (each item worth 5
gp).
Mage’s Private Sanctum
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving
Throw: None
Spell
Resistance: No
This spell
ensures privacy. Anyone looking into the area from outside sees only a dark,
foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can
escape the area, so nobody can eavesdrop from outside. Those inside can see out
normally.
Divination
(scrying) spells cannot perceive anything within the area, and those within are
immune to detect thoughts. The ward prevents speech between those inside
and those outside (because it blocks sound), but it does not prevent other
communication, such as a sending or message spell, or telepathic
communication, such as that between a wizard and her familiar.
The spell
does not prevent creatures or objects from moving into and out of the area.
Mage’s
private sanctum can
be made permanent with a permanency spell.
Material
Component: A thin
sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
chrysolite.
Mage’s Sword
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: Yes
This spell
brings into being a shimmering, swordlike plane of force. The sword strikes at
any opponent within its range, as you desire, starting in the round that you
cast the spell. The sword attacks its designated target once each round on your
turn. Its attack bonus is equal to your caster level + your Int bonus or your
Cha bonus (for wizards or sorcerers, respectively) with an additional +3
enhancement bonus. As a force effect, it can strike ethereal and incorporeal
creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20
and a critical multiplier of x2.
The sword
always strikes from your direction. It does not get a bonus for flanking or
help a combatant get one. If the sword goes beyond the spell range from you, if
it goes out of your sight, or if you are not directing it, the sword returns to
you and hovers.
Each round
after the first, you can use a standard action to switch the sword to a new
target. If you do not, the sword continues to attack the previous round’s
target.
The sword
cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate,
a sphere of annihilation, or a rod of cancellation affects it.
The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection
bonus).
If an
attacked creature has spell resistance, the resistance is checked the first
time Mage’s sword strikes it. If the sword is successfully resisted, the
spell is dispelled. If not, the sword has its normal full effect on that
creature for the duration of the spell.
Focus: A miniature platinum sword with a
grip and pommel of copper and zinc. It costs 250 gp to construct.
Magic Aura
Illusion
(Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: One touched object weighing up
to 5 lb./level
Duration: One day/level (D)
Saving
Throw: None; see
text
Spell
Resistance: No
You alter an
item’s aura so that it registers to detect spells (and spells with
similar capabilities) as though it were nonmagical, or a magic item of a kind
you specify, or the subject of a spell you specify.
If the
object bearing magic aura has identify cast on it or is similarly
examined, the examiner recognizes that the aura is false and detects the
object’s actual qualities if he succeeds on a Will save. Otherwise, he believes
the aura and no amount of testing reveals what the true magic is.
If
the targeted item’s own aura is exceptionally powerful (if it is an artifact,
for instance), magic aura doesn’t work.
Note: A magic weapon, shield, or suit of
armor must be a masterwork item, so a sword of average make, for example, looks
suspicious if it has a magical aura.
Focus: A small square of silk that must be
passed over the object that receives the aura.
Magic Circle against Chaos
Abjuration
[Lawful]
Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from chaos instead of protection from evil, and it can imprison a
nonlawful called creature.
Magic Circle against Evil
Abjuration
[Good]
Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Area: 10-ft.-radius emanation from touched
creature
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No; see
text
All
creatures within the area gain the effects of a protection from evil spell,
and no nongood summoned creatures can enter the area either. You must overcome
a creature’s spell resistance in order to keep it at bay (as in the third
function of protection from evil), but the deflection and resistance
bonuses and the protection from mental control apply regardless of enemies’
spell resistance.
This spell
has an alternative version that you may choose when casting it. A magic
circle against evil can be focused inward rather than outward. When focused
inward, the spell binds a nongood called creature (such as those called by the lesser
planar binding, planar binding, and greater planar binding spells)
for a maximum of 24 hours per caster level, provided that you cast the spell
that calls the creature within 1 round of casting the magic circle. The
creature cannot cross the circle’s boundaries. If a creature too large to fit
into the spell’s area is the subject of the spell, the spell acts as a normal protection
from evil spell for that creature only.
A magic
circle leaves much to be desired as a trap. If the circle of powdered
silver laid down in the process of spellcasting is broken, the effect
immediately ends. The trapped creature can do nothing that disturbs the circle,
directly or indirectly, but other creatures can. If the called creature has
spell resistance, it can test the trap once a day. If you fail to overcome its
spell resistance, the creature breaks free, destroying the circle. A creature
capable of any form of dimensional travel (astral projection, blink,
dimension door, etherealness, gate, plane shift, shadow walk, teleport, and
similar abilities) can simply leave the circle through that means. You can
prevent the creature’s extradimensional escape by casting a dimensional
anchor spell on it, but you must cast the spell before the creature acts.
If you are successful, the anchor effect lasts as long as the magic
circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical
abilities, and the like) can. The creature can attack any target it can reach
with its ranged attacks except for the circle itself.
You can add
a special diagram (a two-dimensional bounded figure with no gaps along its
circumference, augmented with various magical sigils) to make the magic
circle more secure. Drawing the diagram by hand takes 10 minutes and
requires a DC 20 Spellcraft check. You do not know the result of this check. If
the check fails, the diagram is ineffective. You can take 10 when drawing the
diagram if you are under no particular time pressure to complete the task. This
task also takes 10 full minutes. If time is no
A successful
diagram allows you to cast a dimensional anchor spell on the magic
circle during the round before casting any summoning spell. The anchor holds
any called creatures in the magic circle for 24 hours per caster level.
A creature cannot use its spell resistance against a magic circle prepared
with a diagram, and none of its abilities or attacks can cross the diagram. If
the creature tries a Charisma check to break free of the trap (see the lesser
planar binding spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid
across it. However, the creature itself cannot disturb the diagram either
directly or indirectly, as noted above.
This spell
is not cumulative with protection from evil and vice versa.
Arcane
Material Component: A
little powdered silver with which you trace a 3-footdiameter circle on the
floor (or ground) around the creature to be warded.
Magic Circle against Good
Abjuration
[Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from good instead of protection from evil, and it can imprison a
nonevil called creature.
Magic Circle against Law
Abjuration
[Chaotic]
Level: Chaos 3, Clr 3, Sor/Wiz 3
This spell
functions like magic circle against evil, except that it is similar to protection
from law instead of protection from evil, and it can imprison a
nonchaotic called creature.
Magic Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Magic
fang gives one
natural weapon of the subject a +1 enhancement bonus on attack and damage
rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.
(The spell does not change an unarmed strike’s damage from nonlethal damage to
lethal damage.)
Magic
fang can be made
permanent with a permanency spell.
Magic Fang, Greater
Transmutation
Level: Drd 3, Rgr 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
This spell
functions like magic fang, except that the enhancement bonus on attack
and damage rolls is +1 per four caster levels (maximum +5).
Alternatively,
you may imbue all of the creature’s natural weapons with a +1 enhancement bonus
(regardless of your caster level).
Greater
magic fang can be
made permanent with a permanency spell.
Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level or until you return to
your body
Saving Throw:
Will negates; see
text
Spell
Resistance: Yes
By casting magic
jar, you place your soul in a gem or large crystal (known as the magic
jar), leaving your body lifeless. Then you can attempt to take control of a
nearby body, forcing its soul into the magic jar. You may move back to
the jar (thereby returning the trapped soul to its body) and attempt to possess
another body. The spell ends when you send your soul back to your own body,
leaving the receptacle empty.
To cast the
spell, the magic jar must be within spell range and you must know where
it is, though you do not need line of sight or line of effect to it. When you
transfer your soul upon casting, your body is, as near as anyone can tell,
dead.
While in the
magic jar, you can sense and attack any life force within 10 feet per
caster level (and on the same plane of existence). You do need line of effect
from the jar to the creatures. You cannot determine the exact creature types or
positions of these creatures. In a group of life forces, you can sense a
difference of 4 or more Hit Dice between one creature and another and can
determine whether a life force is powered by positive or negative energy.
(Undead creatures are powered by negative energy. Only sentient undead
creatures have, or are, souls.)
You could
choose to take over either a stronger or a weaker creature, but which
particular stronger or weaker creature you attempt to possess is determined
randomly.
Attempting
to possess a body is a full-round action. It is blocked by protection from
evil or a similar ward. You possess the body and force the creature’s soul
into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the magic jar,
and the target automatically succeeds on further saving throws if you
attempt to possess its body again.
If you are
successful, your life force occupies the host body, and the host’s life force
is imprisoned in the magic jar. You keep your Intelligence, Wisdom,
Charisma, level, class, base attack bonus, base save
bonuses, alignment, and mental abilities. The body retains its Strength,
Dexterity, Constitution, hit points, natural abilities, and automatic
abilities. A body with extra limbs does not allow you to make more attacks (or
more advantageous two-weapon attacks) than normal. You can’t choose to activate
the body’s extraordinary or supernatural abilities. The creature’s spells and
spell-like abilities do not stay with the body.
As a
standard action, you can shift freely from a host to the magic jar if
within range, sending the trapped soul back to its body. The spell ends when
you shift from the jar to your own body.
If the host
body is slain, you return to the magic jar, if within range,
and the life force of the host departs (it is dead). If the host body is slain
beyond the range of the spell, both you and the host die. Any life force with
nowhere to go is treated as slain.
If the spell
ends while you are in the magic jar, you return to your body (or die if
your body is out of range or destroyed). If the spell ends while you are in a
host, you return to your body (or die, if it is out of range of your current
position), and the soul in the magic jar returns to its body (or dies if
it is out of range). Destroying the receptacle ends the spell, and the spell
can be dispelled at either the magic jar or at the host’s location.
Focus: A gem or crystal worth at least 100
gp.
Magic Missile
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of
which can be more than 15 ft. apart
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A missile of
magical energy darts forth from your fingertip and strikes its target, dealing
1d4+1 points of force damage.
The missile
strikes unerringly, even if the target is in melee combat or has less than
total cover or total concealment. Specific parts of a creature can’t be singled
out. Inanimate objects are not damaged by the spell.
For every
two caster levels beyond 1st, you gain an additional missile—two at 3rd level,
three at 5th, four at 7th, and the maximum of five missiles at 9th level or
higher. If you shoot multiple missiles, you can have them strike a single
creature or several creatures. A single missile can strike only one creature.
You must designate targets before you check for spell resistance or roll
damage.
Magic Mouth
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
imbues the chosen object or creature with an enchanted mouth that suddenly
appears and speaks its message the next time a specified event occurs. The
message, which must be twenty-five or fewer words long, can be in any language
known by you and can be delivered over a period of 10 minutes. The mouth cannot
utter verbal components, use command words, or activate magical effects. It
does, however, move according to the words articulated; if it were placed upon
a statue, the mouth of the statue would move and appear to speak. Of course, magic
mouth can be placed upon a tree, rock, or any other object or creature.
The spell
functions when specific conditions are fulfilled according to your command as
set in the spell. Commands can be as general or as detailed as desired,
although only visual and audible triggers can be used. Triggers react to what
appears to be the case. Disguises and illusions can fool them. Normal darkness
does not defeat a visual trigger, but magical darkness or invisibility
does. Silent movement or magical silence defeats audible triggers.
Audible triggers can be keyed to general types of noises or to a specific noise
or spoken word. Actions can serve as triggers if they are visible or audible. A
magic mouth cannot distinguish alignment, level, Hit Dice, or class
except by external garb.
The range
limit of a trigger is 15 feet per caster level, so a 6th-level caster can
command a magic mouth to respond to triggers as far as 90 feet away.
Regardless of range, the mouth can respond only to visible or audible triggers
and actions in line of sight or within hearing distance.
Magic
mouth can be made
permanent with a permanency spell.
Material
Component: A small
bit of honeycomb and jade dust worth 10 gp.
Magic Stone
Transmutation
Level: Clr 1, Drd 1, Earth 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You
transmute as many as three pebbles, which can be no larger than sling bullets,
so that they strike with great force when thrown or slung. If hurled, they have
a range increment of 20 feet. If slung, treat them as sling bullets (range
increment 50 feet). The spell gives them a +1 enhancement bonus on attack and
damage rolls. The user of the stones makes a normal ranged attack. Each
stone that hits deals 1d6+1 points of damage (including the spell’s enhancement
bonus), or 2d6+2 points against undead.
Magic Vestment
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You imbue a
suit of armor or a shield with an enhancement bonus of +1 per four caster
levels (maximum +5 at 20th level).
An outfit of
regular clothing counts as armor that grants no AC bonus for the purpose of
this spell.
Magic Weapon
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Magic
weapon gives a
weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus
does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
You can’t
cast this spell on a natural weapon, such as an unarmed strike (instead, see magic
fang). A monk’s unarmed strike is considered a weapon, and thus it can be
enhanced by this spell.
Magic Weapon, Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all
of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
This spell
functions like magic weapon, except that it gives a weapon an
enhancement bonus on attack and damage rolls of +1 per four caster levels
(maximum +5).
Alternatively,
you can affect as many as fifty arrows, bolts, or bullets. The projectiles must
be of the same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation when
used. (Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.)
Arcane
Material Component: Powdered
lime and carbon.
Major Creation
Conjuration
(Creation)
Level: Sor/Wiz 5
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
This spell
functions like minor creation, except that you can also create an object
of mineral nature: stone, crystal, metal, or the like. The duration of the
created item varies with its relative hardness and rarity, as indicated on the
following table.
Hardness and Rarity Examples |
Duration |
Vegetable
matter |
2
hr./level |
Stone,
crystal, base metals |
1
hr./level |
Precious
metals |
20
min./level |
Gems |
10
min./level |
Rare metal1 |
1
round/level |
1 Includes
adamantine, alchemical silver, and mithral. You can’t use major creation to
create a cold iron item. |
Major Image
Illusion
(Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds
This spell
functions like silent image, except that sound, smell, and thermal illusions
are included in the spell effect. While concentrating, you can move the image
within the range.
The image
disappears when struck by an opponent unless you cause the illusion to react
appropriately.
Make Whole
Transmutation
Level: Clr 2
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./ level
This spell
functions like mending, except that make whole completely repairs
an object made of any substance, even one with multiple breaks, to be as strong
as new. The spell does not restore the magical abilities of a broken magic item
made whole, and it cannot mend broken magic rods, staffs, or wands. The spell
does not repair items that have been warped, burned, disintegrated, ground to
powder, melted, or vaporized, nor does it affect creatures (including
constructs).
Mark of Justice
Necromancy
Level: Clr 5, Pal 4
Components: V, S, DF
Casting
Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving
Throw: None
Spell
Resistance: Yes
You draw an
indelible mark on the subject and state some behavior on the part of the
subject that will activate the mark. When activated, the mark curses the
subject. Typically, you designate some sort of criminal behavior that activates
the mark, but you can pick any act you please. The effect of the mark is
identical with the effect of bestow curse.
Since this
spell takes 10 minutes to cast and involves writing on the target, you can cast
it only on a creature that is willing or restrained.
Like the
effect of bestow curse, a mark of justice cannot be dispelled,
but it can be removed with a break enchantment, limited wish, miracle,
remove curse, or wish spell. Remove curse works only if
its caster level is equal to or higher than your mark of justice caster
level. These restrictions apply regardless of whether the mark has activated.
Mass (Spell Name)
Any spell
whose name begins with mass is alphabetized in this chapter according to
the second word of the spell name. Thus, the description of a mass spell
appears near the description of the spell on which it is based. Spell chains
that have mass spells in them include those based on the spells bear’s
endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds,
cure light wounds, cure moderate wounds, cure serious wounds, eagle’s splendor,
enlarge person, fox’s cunning, heal, hold monster, hold person, inflict
critical wounds, inflict light wounds, inflict moderate wounds, inflict serious
wounds, invisibility, owl’s wisdom, reduce person, and suggestion.
Maze
Conjuration
(Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You banish
the subject into an extradimensional labyrinth of force planes. Each round on
its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as
a full-round action. If the subject doesn’t escape, the maze disappears after
10 minutes, forcing the subject to leave.
On escaping
or leaving the maze, the subject reappears where it had been when the maze spell
was cast. If this location is filled with a solid object, the subject appears
in the nearest open space. Spells and abilities that move a creature within a
plane, such as teleport and dimension door, do not help a
creature escape a maze spell, although a plane shift spell allows
it to exit to whatever plane is designated in that spell. Minotaurs are not
affected by this spell.
Meld into Stone
Transmutation
[Earth]
Level: Clr 3, Drd 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
Meld into
stone enables you to
meld your body and possessions into a single block of stone. The stone must be
large enough to accommodate your body in all three dimensions. When the casting
is complete, you and not more than 100 pounds of nonliving gear merge with the
stone. If either condition is violated, the spell fails and is wasted.
While
in the stone, you remain in contact, however tenuous, with the face of the
stone through which you melded. You remain aware of the passage of time and can cast spells
on yourself while hiding in the stone. Nothing that goes on outside the stone
can be seen, but you can still hear what happens around you. Minor physical
damage to the stone does not harm you, but its partial destruction (to the
extent that you no longer fit within it) expels you and deals you 5d6 points of
damage. The stone’s complete destruction expels you and slays you instantly
unless you make a DC 18 Fortitude save.
Any time
before the duration expires, you can step out of the
stone through the surface that you entered. If the spell’s duration expires or
the effect is dispelled before you voluntarily exit the stone, you are
violently expelled and take 5d6 points of damage.
The
following spells harm you if cast upon the stone that you are occupying: Stone
to flesh expels you and deals you 5d6 points of damage. Stone shape deals
you 3d6 points of damage but does not expel you. Transmute rock to mud expels
you and then slays you instantly unless you make a DC 18 Fortitude save, in
which case you are merely expelled. Finally, passwall expels you without
damage.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
Mending repairs small breaks or tears in
objects (but not warps, such as might be caused by a warp wood spell).
It will weld broken metallic objects such as a ring, a chain link, a medallion,
or a slender dagger, providing but one break exists.
Ceramic or
wooden objects with multiple breaks can be invisibly rejoined to be as strong
as new. A hole in a leather sack or a wineskin is completely healed over by mending.
The spell can repair a magic item, but the item’s magical abilities are not
restored. The spell cannot mend broken magic rods, staffs, or wands, nor does
it affect creatures (including constructs).
Message
Transmutation
[Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving
Throw: None
Spell
Resistance: No
You can
whisper messages and receive whispered replies with little chance of being
overheard. You point your finger at each creature you want to receive the
message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of
common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the
spell. The message does not have to travel in a straight line. It can circumvent
a barrier if there is an open path between you and the subject, and the path’s
entire length lies within the spell’s range. The creatures that receive the
message can whisper a reply that you hear. The spell transmits sound, not
meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth
the words and whisper, possibly allowing observers the opportunity to read your
lips.
Focus: A short piece of copper wire.
Meteor Swarm
Evocation
[Fire]
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius
spreads; see text
Duration: Instantaneous
Saving
Throw: None or
Reflex half; see text
Spell
Resistance: Yes
Meteor
swarm is a very
powerful and spectacular spell that is similar to fireball in many
aspects. When you cast it, four 2- foot-diameter spheres spring from your
outstretched hand and streak in straight lines to the spots you select. The
meteor spheres leave a fiery trail of sparks.
If you aim a
sphere at a specific creature, you may make a ranged touch attack to strike the
target with the meteor. Any creature struck by one of these spheres takes 2d6
points of bludgeoning damage (no save) and receives no saving throw against the
sphere’s fire damage (see below). If a targeted sphere misses its target, it
simply explodes at the nearest corner of the target’s space. You may aim more
than one meteor at the same target.
Once a
sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing
6d6 points of fire damage to each creature in the area. If a creature is within
the area of more than one sphere, it must save separately against each. (Fire
resistance applies to each sphere’s damage individually.)
Might of the Gods
Transmutation
Level:
Components: V, S, M
Casting Time: 1 action
Range: 10 feet
Targets: Up to 10 people
Duration: 2 rounds/level
This powerful spell affects fighters (including barbarians, paladins, rangers,
and warriors). The caster may bestow a sacred bonus of up to 30 ability points
on up to 10 fighters. A fighter's Strength, Constitution, and Dexterity may be
affected, and no individual may receive more than 5 bonus ability points.
Multiple castings won't allow any target to exceed the maximum permitted ability
boost.
Mind Blank
Abjuration
Level: Protection 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
is protected from all devices and spells that detect, influence, or read
emotions or thoughts. This spell protects against all mind-affecting spells and
effects as well as information gathering by divination spells or effects. Mind
blank even foils limited wish, miracle, and wish spells
when they are used in such a way as to affect the subject’s mind or to gain
information about it. In the case of scrying that scans an area the creature is
in, such as arcane eye, the spell works but the creature simply isn’t
detected. Scrying attempts that are targeted specifically at the subject do not
work at all.
Mind Fog
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft.
high
Duration: 30 minutes and 2d6 rounds; see text
Saving
Throw: Will negates
Spell
Resistance: Yes
Mind fog produces a bank of thin mist that
weakens the mental resistance of those caught in it. Creatures in the mind
fog take a –10 competence penalty on Wisdom checks and Will saves. (A
creature that successfully saves against the fog is not affected and need not
make further saves even if it remains in the fog.) Affected creatures take the
penalty as long as they remain in the fog and for 2d6 rounds thereafter. The
fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate
wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
The fog is
thin and does not significantly hamper vision.
Minor Creation
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of
nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You create a
nonmagical, unattended object of nonliving, vegetable matter. The volume of the
item created cannot exceed 1 cubic foot per caster level. You must succeed on
an appropriate skill check to make a complex item.
Attempting
to use any created object as a material component causes the spell to fail.
Material
Component: A tiny
piece of matter of the same sort of item you plan to create with minor
creation.
Minor Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Duration: Concentration +2 rounds
This spell
functions like silent image, except that minor image includes
some minor sounds but not understandable speech.
Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP; see text
Casting
Time: 1 standard
action
Range: See text
Target,
Effect, or Area: See
text
Duration: See text
Saving
Throw: See text
Spell
Resistance: Yes
You don’t so
much cast a miracle as request one. You state what you would like to
have happen and request that your deity (or the power you pray to for spells)
intercede.
A miracle
can do any of the following things.
• Duplicate any cleric spell of 8th
level or lower (including spells to which you have access because of your
domains).
• Duplicate any other spell of 7th
level or lower.
• Undo the harmful effects of certain
spells, such as feeblemind or insanity.
• Have any effect whose power level is
in line with the above effects.
If the miracle
has any of the above effects, casting it has no experience point cost.
Alternatively,
a cleric can make a very powerful request. Casting such a miracle costs
the cleric 5,000 XP because of the powerful divine energies involved. Examples
of especially powerful miracles of this sort could include the
following.
• Swinging the tide of a battle in your
favor by raising fallen allies to continue fighting.
• Moving you and your allies, with all
your and their gear, from one plane to another through planar barriers to a
specific locale with no chance of error.
• Protecting a city from an earthquake,
volcanic eruption, flood, or other major natural disaster.
In any
event, a request that is out of line with the deity’s (or alignment’s) nature
is refused.
A duplicated
spell allows saving throws and spell resistance as normal, but the save DCs are
as for a 9th-level spell. When a miracle duplicates a spell that has an
XP cost, you must pay that cost. When a miracle spell duplicates a spell
with a material component that costs more than 100 gp, you must provide that
component.
XP Cost: 5,000 XP (for some uses of the miracle
spell; see above).
Mirage Arcana
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Area: One 20-ft. cube/level (S)
Duration: Concentration +1 hour/ level (D)
This spell functions
like hallucinatory terrain, except that it enables you to make any area
appear to be something other than it is. The illusion includes audible, visual,
tactile, and ol
Mirror Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Personal; see text
Target: You
Duration: 1 min./level
(D)
Several
illusory duplicates of you pop into being, making it difficult for enemies to
know which target to attack. The figments stay near you and disappear when
struck.
Mirror
image creates 1d4
images plus one image per three caster levels (maximum eight images total).
These figments separate from you and remain in a cluster, each within 5 feet of
at least one other figment or you. You can move into and through a mirror
image. When you and the mirror image separate, observers can’t use
vision or hearing to tell which one is you and which the image. The figments
may also move through each other. The figments mimic your actions, pretending
to cast spells when you cast a spell, drink potions when you drink a potion,
levitate when you levitate, and so on.
Enemies
attempting to attack you or cast spells at you must select from among
indistinguishable targets. Generally, roll randomly to see whether the selected
target is real or a figment. Any successful attack against an image destroys
it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem
to react normally to area spells (such as looking like they’re burned or dead
after being hit by a fireball).
While
moving, you can merge with and split off from figments so that enemies who have
learned which image is real are again confounded.
An attacker
must be able to see the images to be fooled. If you are invisible or an
attacker shuts his or her eyes, the spell has no effect. (Being unable to see
carries the same penalties as being blinded.)
Misdirection
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object, up to a
10-ft. cube in size
Duration: 1 hour/level
Saving
Throw: None or Will
negates; see text
Spell
Resistance: No
By means of
this spell, you misdirect the information from divination spells that reveal
auras (detect evil, detect magic, discern lies, and the like). On
casting the spell, you choose another object within range. For the duration of
the spell, the subject of misdirection is detected as if it were the
other object. (Neither the subject nor the other object gets a saving throw
against this effect.) Detection spells provide information based on the second
object rather than on the actual target of the detection unless the caster of
the detection succeeds on a Will save. For instance, you could make yourself
detect as a tree if one were within range at casting: not evil, not lying, not
magical, neutral in alignment, and so forth. This spell does not affect other
types of divination magic (augury, detect thoughts, clairaudience/clairvoyance,
and the like).
Mislead
Illusion
(Figment, Glamer)
Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
Components: S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Effect: You/one illusory double
Duration: 1 round/level (D) and concentration
+ 3 rounds; see text
Saving
Throw: None or Will
disbelief (if interacted with); see text
Spell
Resistance: No
You become
invisible (as improved invisibility, a glamer), and at the same time, an
illusory double of you (as major image, a figment) appears. You are then
free to go elsewhere while your double moves away. The double appears within
range but thereafter moves as you direct it (which requires concentration
beginning on the first round after the casting). You can make the figment
appear superimposed perfectly over your own body so that observers don’t notice
an image appearing and you turning invisible. You and the figment can then move
in different directions. The double moves at your speed and can talk and
gesture as if it were real, but it cannot attack or cast spells, though it can
pretend to do so.
The illusory
double lasts as long as you concentrate upon it, plus 3 additional rounds.
After you cease concentration, the illusory double continues to carry out the
same activity until the duration expires. The improved invisibility lasts
for 1 round per level, regardless of concentration.
Mnemonic Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M, F
Casting
Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Casting this
spell allows you to prepare additional spells or retain spells recently cast.
Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional
levels of spells. A cantrip counts as 1/2 level for this
purpose. You prepare and cast these spells normally.
Retain: You retain any spell of 3rd level or
lower that you had cast up to 1 round before you started casting the mnemonic
enhancer. This restores the previously cast spell to your mind.
In either
event, the spell or spells prepared or retained fade after 24 hours (if not
cast).
Material
Component: A piece
of string, and ink consisting of squid secretion with black dragon’s blood.
Focus: An ivory plaque of at least 50 gp
value.
Modify Memory
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4
Components: V, S
Casting
Time: 1 round; see
text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving
Throw: Will negates
Spell
Resistance: Yes
You reach
into the subject’s mind and modify as many as 5 minutes of its memories in one
of the following ways.
• Eliminate all memory of an event the
subject actually experienced. This spell cannot negate charm, geas/quest,
suggestion, or similar spells.
• Allow the subject to recall with
perfect clarity an event it actually experienced.
• Change the details of an event the
subject actually experienced.
• Implant a memory of an event the
subject never experienced.
Casting the
spell takes 1 round. If the subject fails to save, you proceed with the spell
by spending as much as 5 minutes (a period of time equal to the amount of
memory time you want to modify) visualizing the memory you wish to modify in
the subject. If your concentration is disturbed before the visualization is
complete, or if the subject is ever beyond the spell’s range during this time,
the spell is lost.
A modified
memory does not necessarily affect the subject’s actions, particularly if it
contradicts the creature’s natural inclinations. An illogical modified memory
is dismissed by the creature as a bad dream or a memory muddied by too much
wine.
Moment of Prescience
Divination
Level: Luck 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell
grants you a powerful sixth sense in relation to yourself. Once during the
spell’s duration, you may choose to use its effect. This spell grants you an
insight bonus equal to your caster level (maximum +25) on any single attack
roll, opposed ability or skill check, or saving throw. Alternatively, you can
apply the insight bonus to your AC against a single attack (even if
flatfooted). Activating the effect doesn’t take an action; you can even
activate it on another character’s turn if needed. You must choose to use the moment
of prescience before you make the roll it is to modify. Once used, the
spell ends.
You can’t
have more than one moment of prescience active on you at the same time.
Mount
Conjuration
(Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You summon a
light horse or a pony (your choice) to serve you as a mount. The steed serves
willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material
Component: A bit of
horse hair.
Move Earth
Transmutation
[Earth]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting
Time: See text
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square
and up to 10 ft. deep (S)
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Move
earth moves dirt
(clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting
dunes, and so forth.
However, in no
event can rock formations be collapsed or moved. The area to be affected
determines the casting time. For every 150-foot square (up to 10 feet deep),
casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours
and 10 minutes to move.
This spell
does not violently break the surface of the ground. Instead, it creates
wavelike crests and troughs, with the earth reacting with glacierlike fluidity
until the desired result is achieved. Trees, structures, rock formations, and
such are mostly unaffected except for changes in elevation and relative
topography.
The spell
cannot be used for tunneling and is generally too slow to trap or bury
creatures. Its primary use is for digging or filling moats or for adjusting
terrain contours before a battle.
This spell
has no effect on earth creatures.
Material
Component: A mixture
of soils (clay, loam, and sand) in a small bag, and an iron blade.
Music of the Spheres
Enchantment (Compulsion)
[Mind-Affecting]
Level: Bard 6, Music 9
Components: V, S, M, XP (Bards only)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: All those within range who can hear are fascinated, then
stunned.
Duration: See description.
Saving Throw: None
Spell Resistance: Yes
The caster produces an unearthly music that can
fascinate all creatures that can hear within the spells range. No save is
allowed. Fascinated creature sits quietly and listens to the song, taking no
other actions. While fascinated, a target takes a -4 penalty on skill checks
made as reactions, such as Listen and Spot checks.
Make a perform check with a musical perform skill and add caster level to
determine the maximum number of rounds the effect lasts. Ceasing to play or
sing, a standard action each round, will end the effects of the spell. If a
listener takes damage, is grappled or is hit with some other sort of attack,
the fascination ends, but the creature becomes stunned as described below.
After the music stops, the impact of the music lingers, leaving members of the
audience stunned. The length of stunning depends on the number of HD a creature
has:
6 or less: Stunned for 3d4 rounds
7 to 12: Stunned 2d4 rounds.
13 or more: Stunned for 1d4 rounds.
Material
Component: A musical
instrument (unless caster has perform ranks in singing).
XP Cost: A bard that casts this spell loses 200 XP
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
You detoxify
any sort of venom in the creature or object touched. A poisoned creature
suffers no additional effects from the poison, and any temporary effects are
ended, but the spell does not reverse instantaneous effects, such as hit point
damage, temporary ability damage, or effects that don’t go away on their own.
The creature
is immune to any poison it is exposed to during the duration of the spell.
Unlike with delay poison, such effects aren’t postponed until after the
duration —the creature need not make any saves against poison effects applied
to it during the length of the spell.
This spell
can instead neutralize the poison in a poisonous creature or object for the
duration of the spell, at the caster’s option.
Arcane
Material Component: A
bit of charcoal.
Nightmare
Illusion
(Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
You send a
hideous and unsettling phantasmal vision to a specific creature that you name
or otherwise specifically designate.
The nightmare
prevents restful sleep and causes 1d10 points of damage. The nightmare leaves
the subject fatigued and unable to regain arcane spells for the next 24 hours.
The
difficulty of the save depends on how well you know the subject and what sort
of physical connection (if any) you have to that creature.
Knowledge |
Will
Save Modifier |
None1 |
+10 |
Secondhand
(you have heard of the subject) |
+5 |
Firsthand
(you have met the subject) |
+0 |
Familiar
(you know the subject well) |
–5 |
1 You must
have some sort of connection to a creature you have no knowledge of. |
Connection |
Will
Save Modifier |
Likeness
or picture |
–2 |
Possession
or garment |
–4 |
Body part,
lock of hair, bit of nail, etc. |
–10 |
Dispel
evil cast on the
subject while you are casting the spell dispels the nightmare and causes
you to be stunned for 10 minutes per caster level of the dispel evil.
If the
recipient is awake when the spell begins, you can choose to cease casting
(ending the spell) or to enter a trance until the recipient goes to sleep,
whereupon you become alert again and complete the casting. If you are disturbed
during the trance, you must succeed on a Concentration check as if you were in
the midst of casting a spell or the spell ends.
If you
choose to enter a trance, you are not aware of your surroundings or the
activities around you while in the trance.
You are
defenseless, both physically and mentally, while in the trance. (You always
fail any saving throw, for example.)
Creatures who don’t sleep (such as elves, but not half-elves) or dream
are immune to this spell.
Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving
Throw: Will negates
(harmless, object)
Spell
Resistance: Yes
(harmless, object)
The warded
creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance,
locate object, and detect spells. Nondetection also prevents
location by such magic items as crystal balls. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 +
the caster level of the spellcaster who cast nondetection. If you cast nondetection
on yourself or on an item currently in your possession, the DC is 15 + your
caster level.
If
cast on a creature, nondetection wards the creature’s gear as well as
the creature itself.
Material
Component: A pinch
of diamond dust worth 50 gp.
Abjuration
Level: Brd 1, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours (D)
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
hides an object from location by divination (scrying) effects, such as the scrying
spell or a crystal ball. Such an attempt automatically fails (if the
divination is targeted on the object) or fails to perceive the object (if the
divination is targeted on a nearby location, object, or person).
Arcane
Material Component: A
piece of chameleon skin.
Obscuring Mist
Conjuration
(Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1,
Water 1
Components: V, S
Casting
Time: 1 standard
action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from
you, 20 ft. high
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
A misty
vapor arises around you. It is stationary once created. The vapor 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).
A
moderate wind (11+ mph), such as from a gust of wind spell, disperses
the fog in 4 rounds.
A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame
strike, or similar spell burns away the fog in the explosive or fiery
spell’s area. A wall of fire burns away the fog in the area into which
it deals damage.
This spell
does not function underwater.
Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object weighing up to 30 lb. or
portal that can be opened or closed
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You can open
or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel,
or other container. If anything resists this activity (such as a bar on a door
or a lock on a chest), the spell fails. In addition, the spell can only open
and close things weighing 30 pounds or less. Thus, doors, chests, and similar
objects sized for enormous creatures may be beyond this spell’s ability to
affect.
Focus: A brass key.
Order’s Wrath
Evocation
[Lawful]
Level: Law 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst
that fills a 30-ft. cube
Duration: Instantaneous (1 round); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You channel
lawful power to smite enemies. The power takes the form of a three-dimensional
grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by
the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic
creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic
outsiders) and causes them to be dazed for 1 round. A successful Will save
reduces the damage to half and negates the daze effect.
The spell
deals only half damage to creatures who are neither
chaotic nor lawful, and they are not dazed. They can reduce the damage in half
again (down to one-quarter of the roll) with a successful Will save.
Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This spell
functions like a fly spell, except you can fly at a speed of 40 feet (30
feet if wearing medium or heavy armor, or if carrying a medium or heavy load)
with average maneuverability. When using this spell for long-distance movement,
you can hustle without taking nonlethal damage (a forced march still requires
Constitution checks). This means you can cover 64 miles in an eight-hour period
of flight (or 48 miles at a speed of 30 feet).
Owl’s Sight
Transmutation
Level: Wisdom 3, Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
The recipient receives a +5 to Spot checks. They also gain lowlight vision,
allowing them to see twice as far in starlight, moonlight, torchlight, and
similar conditions of poor illumination. The recipient retains the ability to
distinguish color and detail under these conditions.
If the recipient already has lowlight vision, then they can see three times as
far as a human in conditions of poor illumination.
Owl’s Wisdom
Transmutation
Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz
2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The
transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to
Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids,
paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s
wisdom do not gain any additional bonus spells for the increased Wisdom,
but the save DCs for their spells increase.
Arcane
Material Component: A
few feathers, or a pinch of droppings, from an owl.
Owl’s Wisdom, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like owl’s wisdom, except that it affects multiple creatures.
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep
plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You create a
passage through wooden, plaster, or stone walls, but not through metal or other
harder materials. The passage is 10 feet deep plus an additional 5 feet deep
per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a
maximum of 25 feet deep at 18th level). If the wall’s thickness is more than
the depth of the passage created, then a single passwall simply makes a
niche or short tunnel. Several passwall spells can then form a
continuing passage to breach very thick walls. When passwall ends,
creatures within the passage are ejected out the nearest exit. If someone
dispels the passwall or you dismiss it, creatures in the passage are
ejected out the far exit, if there is one, or out the
sole exit if there is only one.
Material
Component: A pinch
of sesame seeds.
Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One creature/level touched
Duration: 1 hour/level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
or subjects can move through any type of terrain and leave neither footprints
nor scent. Tracking the subjects is impossible by nonmagical means.
Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting
Time: 2 rounds
Range: See text
Target,
Effect, or Area: See
text
Duration: Permanent; see text
Saving
Throw: None
Spell
Resistance: No
This spell
makes certain other spells permanent.
Depending on the spell, you
must be of a minimum caster level and must expend a number of XP.
You can make
the following spells permanent in regard to yourself.
Spell |
Minimum Caster Level
|
XP Cost
|
Arcane
sight |
11th |
1,500 XP |
Comprehend
languages |
9th |
500 XP |
Darkvision |
10th |
1,000 XP |
Detect
magic |
9th |
500 XP |
Read
magic |
9th |
500 XP |
See
invisibility |
10th |
1,000 XP |
Tongues |
11th |
1,500 XP |
You cast the
desired spell and then follow it with the permanency spell. You cannot
cast these spells on other creatures. This application of permanency can
be dispelled only by a caster of higher level than you were when you cast the
spell.
In addition
to personal use, permanency can be used to make the following spells
permanent on yourself, another creature, or an object
(as appropriate).
Spell |
Minimum Caster Level
|
XP Cost
|
Enlarge
person |
9th |
500 XP |
Magic
fang |
9th |
500 XP |
Magic
fang, greater |
11th |
1,500 XP |
Reduce
person |
9th |
500 XP |
Resistance |
9th |
500 XP |
Telepathic
bond1 |
13th |
2,500 XP |
1 Only
bonds two creatures per casting of permanency. |
Additionally,
the following spells can be cast upon objects or areas only and rendered
permanent.
Spell |
Minimum Caster Level
|
XP Cost
|
Alarm |
9th |
500 XP |
Animate
objects |
14th |
3,000 XP |
Dancing
lights |
9th |
500 XP |
Ghost
sound |
9th |
500 XP |
Gust of
wind |
11th |
1,500 XP |
Invisibility |
10th |
1,000 XP |
Mage’s
private sanctum |
13th |
2,500 XP |
Magic
mouth |
10th |
1,000 XP |
Phase
door |
15th |
3,500 XP |
Prismatic
sphere |
17th |
4,500 XP |
Prismatic
wall |
16th |
4,000 XP |
Shrink
item |
11th |
1,500 XP |
Solid
fog |
12th |
2,000 XP |
Stinking
cloud |
11th |
1,500 XP |
Symbol
of death |
16th |
4,000 XP |
Symbol
of fear |
14th |
3,000 XP |
Symbol
of insanity |
16th |
4,000 XP |
Symbol
of pain |
13th |
2,500 XP |
Symbol
of persuasion |
14th |
3,000 XP |
Symbol
of sleep |
16th |
4,000 XP |
Symbol
of stunning |
15th |
3,500 XP |
Symbol
of weakness |
15th |
3,500 XP |
Teleportation
circle |
17th |
4,500 XP |
Wall of
fire |
12th |
2,000 XP |
Wall of
force |
13th |
2,500 XP |
Web |
10th |
1,000 XP |
Spells cast
on other creatures, objects, or locations (not on you) are vulnerable to dispel
magic as normal.
XP Cost: See tables above.
Permanent Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot extend beyond a
20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
This spell
functions like silent image, except that the figment includes visual,
auditory, ol
Material
Component: A bit of
fleece plus powdered jade worth 100 gp.
Persistent Image
Illusion
(Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 min./level
(D)
This spell
functions like silent image, except that the figment includes visual,
auditory, ol
Material
Component: A bit of
fleece and several grains of sand.
Phantasmal Killer
Illusion
(Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will
disbelief (if interacted with), then Fortitude partial; see text
Spell
Resistance: Yes
You create a
phantasmal image of the most fearsome creature imaginable to the subject simply
by forming the fears of the subject’s subconscious mind into something that its
conscious mind can visualize: this most horrible beast. Only the spell’s
subject can see the phantasmal killer. You see only a vague shape. The target
first gets a Will save to recognize the image as unreal. If that save fails,
the phantasm touches the subject, and the subject must
succeed on a Fortitude save or die from fear. Even if the Fortitude save is
successful, the subject takes 3d6 points of damage.
If the
subject of a phantasmal killer attack succeeds in disbelieving and is
wearing a helm of telepathy, the beast can be turned upon you. You must
then disbelieve it or become subject to its deadly fear attack.
Phantom Steed
Conjuration
(Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You conjure
a Large, quasi-real, horselike creature. The steed can be ridden only by you or
by the one person for whom you specifically created the mount. A phantom steed
has a black head and body, gray mane and tail, and smoke-colored, insubstantial
hooves that make no sound. It has what seems to be a
saddle, bit, and bridle. It does not fight, but animals shun it and refuse to
attack it.
The mount
has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit
point per caster level. If it loses all its hit points, the phantom steed
disappears. A phantom steed has a speed of 20 feet per caster level, to a
maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per
caster level.
These mounts gain certain
powers according to caster level. A mount’s abilities include those of mounts
of lower caster levels.
8th
Level: The mount can
ride over sandy, muddy, or even swampy ground without difficulty or decrease in
speed.
10th
Level: The mount can
use water walk at will (as the spell, no action required to activate
this ability).
12th
Level: The mount can
use air walk at will (as the spell, no action required to activate this
ability) for up to 1 round at a time, after which it falls to the ground.
14th
Level: The mount can
fly at its speed (average maneuverability).
Phantom Trap
Illusion
(Glamer)
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: Permanent (D)
Saving
Throw: None
Spell
Resistance: No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
If another phantom
trap is active within 50 feet when the spell is cast, the casting fails.
Material
Component: A piece
of iron pyrite touched to the object to be trapped while the object is
sprinkled with a special dust requiring 50 gp to prepare.
Phase Door
Conjuration
(Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: Ethereal 5 ft. by 8 ft. opening, 10
ft. deep + 5 ft. deep per three levels
Duration: One usage per two levels
Saving
Throw: None
Spell
Resistance: No
This spell
creates an ethereal passage through wooden, plaster, or stone walls, but not
other materials. The phase door is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you
enter the phase door and appear when you exit. If you desire, you can
take one other creature (Medium or smaller) through the door. This counts as
two uses of the door. The door does not allow light, sound, or spell effects
through it, nor can you see through it without using it. Thus, the spell can
provide an escape route, though certain creatures, such as phase spiders, can
follow with ease. A gem of true seeing or similar magic reveals the
presence of a phase door but does not allow its use.
A phase
door is subject to dispel magic. If anyone is within the passage
when it is dispelled, he is harmlessly ejected just as if he were inside a passwall
effect.
You can
allow other creatures to use the phase door by setting some triggering
condition for the door. Such conditions can be as simple or elaborate as you
desire. They 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.
Phase
door can be made
permanent with a permanency spell.
Planar Ally
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 6
Effect: One or two called elementals or
outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart
when they appear
This spell
functions like lesser planar ally, except you may call a single creature
of 12 HD or less, or two creatures of the same kind whose
Hit Dice total no more than 12. The creatures agree to help you and request your
return payment together.
XP Cost: 250 XP.
Planar Ally, Greater
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 8
Effect: Up to three called elementals or
outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft.
apart when they appear.
This spell
functions like lesser planar ally, except that you may call a single
creature of 18 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 18. The creatures agree to help you and request your
return payment together.
XP Cost: 500 XP.
Planar Ally, Lesser
Conjuration
(Calling) [see text]
Level: Clr 4
Components: V, S, DF, XP
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called elemental or outsider of
6 HD or less
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
By casting
this spell, you request your deity to send you an elemental or outsider (of 6
HD or less) of the deity’s choice. If you serve no particular deity, the spell
is a general plea answered by a creature sharing your philosophical alignment.
If you know an individual creature’s name, you may request that individual by
speaking the name during the spell (though you might get a different creature
anyway).
You may ask
the creature to perform one task in exchange for a payment from you. Tasks
might range from the simple to the complex. You must be able to communicate
with the creature called in order to bargain for its services.
The creature
called requires a payment for its services. This payment can take a variety of
forms, from donating gold or magic items to an allied temple, to a gift given
directly to the creature, to some other action on your part that matches the
creature’s alignment and goals. Regardless, this payment must be made before
the creature agrees to perform any services. The bargaining takes at least 1
round, so any actions by the creature begin in the round after it arrives.
A task
taking up to 1 minute per caster level requires a payment of 100 gp per HD of
the creature called. For a task taking up to 1 hour per caster level, the
creature requires a payment of 500 gp per HD. A long-term task, one requiring
up to one day per caster level, requires a payment of 1,000 gp per HD.
A
nonhazardous task requires only half the indicated payment, while an especially
hazardous task might require a greater gift. Few if any creatures will accept a
task that seems suicidal (remember, a called creature
actually dies when it is killed, unlike a summoned creature). However, if the
task is strongly aligned with the creature’s ethos, it may halve or even waive
the payment.
At the end
of its task, or when the duration bargained for expires, the creature returns
to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that
calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it
is a spell of that type.
XP Cost: 100 XP.
Planar Binding
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 6
Components: V, S
Targets: Up to three elementals or outsiders,
totaling no more than 12 HD, no two of which can be more than 30 ft. apart when
they appear
This spell
functions like lesser planar binding, except that you may call a single
creature of 12 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 12. Each creature gets a save, makes an independent
attempt to escape, and must be individually persuaded to aid you.
Planar Binding, Greater
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 8
Components: V, S
Targets: Up to three elementals or outsiders,
totaling no more than 18 HD, no two of which can be more than 30 ft. apart when
they appear.
This spell
functions like lesser planar binding, except that you may call a single
creature of 18 HD or less, or up to three creatures of the same kind whose Hit
Dice total no more than 18. Each creature gets a saving throw, makes
independent attempts to escape, and must be persuaded to aid you individually.
Planar Binding, Lesser
Conjuration
(Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider with 6 HD
or less
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: No and
Yes; see text
Casting this
spell attempts a dangerous act: to lure a creature from another plane to a
specifically prepared trap, which must lie within the spell’s range. The called
creature is held in the trap until it agrees to perform one service in return
for its freedom.
To create
the trap, you must use a magic circle spell, focused inward. The kind of
creature to be bound must be known and stated. If you wish to call a specific
individual, you must use that individual’s proper name in casting the spell.
The target
creature is allowed a Will saving throw. If the saving throw succeeds, the
creature resists the spell. If the saving throw fails, the creature is
immediately drawn to the trap (spell resistance does not keep it from being
called). The creature can escape from the trap with by successfully pitting its
spell resistance against your caster level check, by dimensional travel, or
with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha
modifier). It can try each method once per day. If it breaks loose, it can flee
or attack you. A dimensional anchor cast on the creature prevents its
escape via dimensional travel. You can also employ a calling diagram (see magic
circle against evil) to make the trap more secure.
If the
creature does not break free of the trap, you can keep it bound for as long as
you dare. You can attempt to compel the creature to perform a service by
describing the service and perhaps offering some sort of reward. You make a
Charisma check opposed by the creature’s Charisma check. The check is assigned
a bonus of +0 to +6 based on the nature of the service and the reward. If the
creature wins the opposed check, it refuses service. New offers, bribes, and
the like can be made or the old ones reoffered every 24 hours. This process can
be repeated until the creature promises to serve, until it breaks free, or
until you decide to get rid of it by means of some other spell. Impossible
demands or unreasonable commands are never agreed to. If you roll a 1 on the
Charisma check, the creature breaks free of the binding and can escape or
attack you.
Once the
requested service is completed, the creature need only so inform you to be
instantly sent back whence it came. The creature might later seek revenge. If
you assign some open-ended task that the creature cannot complete though its
own actions the spell remains in effect for a maximum of one day per caster
level, and the creature gains an immediate chance to break free. Note that a
clever recipient can subvert some instructions.
When you use
a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or
water creature, it is a spell of that type.
Plane Shift
Conjuration
(Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched, or up to eight
willing creatures joining hands
Duration: Instantaneous
Saving
Throw: Will negates
Spell
Resistance: Yes
You move
yourself or some other creature to another plane of existence or alternate
dimension. If several willing persons link hands in a circle, as many as eight
can be affected by the plane shift at the same time. Precise accuracy as
to a particular arrival location on the intended plane is nigh impossible. From
the Material Plane, you can reach any other plane, though you appear 5 to 500
miles (5d%) from your intended destination.
Note:
Plane shift transports
creatures instantaneously and then ends. The creatures need to find other means
if they are to travel back.
Focus: A small, forked metal rod. The size
and metal type dictates to which plane of existence or alternate dimension the
spell sends the affected creatures.
Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard action
Range: See text
Target or
Area: See text
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Plant
growth has different
effects depending on the version chosen.
Overgrowth:
This effect causes
normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines)
within long range (400 feet + 40 feet per caster level) to become thick and
overgrown. The plants entwine to form a thicket or jungle that creatures must
hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or
larger creatures. The area must have brush and trees in it for this spell to
take effect.
At your
option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle,
or a 200-foot-radius quarter circle.
You may
designate places within the area that are not affected.
Enrichment:
This effect targets
plants within a range of one-half mile, raising their potential productivity
over the course of the next year to one-third above normal.
Plant
growth counters diminish
plants.
This spell
has no effect on plant creatures.
Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving
Throw: Fortitude
negates; see text
Spell
Resistance: Yes
Calling upon
the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and
another 1d10 points of temporary Constitution damage 1 minute later. Each
instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster
level + your
Polar Ray
Evocation
[Cold]
Level: Sor/Wiz 8
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A blue-white
ray of freezing air and ice springs from your hand. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d6
points of cold damage per caster level (maximum 25d6).
Focus: A small, white ceramic cone or prism.
Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
This spell
functions like alter self, except that you change the willing subject
into another form of living creature. The new form may be of the same type as
the subject or any of the following types: aberration, animal, dragon, fey,
giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The
assumed form can’t have more Hit Dice than your caster level (or the subject’s
HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a
subject to assume a form smaller than Fine, nor can you cause a subject to
assume an incorporeal or gaseous form. The subject’s creature
type and subtype (if any) change to match the new form.
Upon
changing, the subject regains lost hit points as if it had rested for a night
(though this healing does not restore temporary ability damage and provide
other benefits of resting; and changing back does not heal the subject
further). If slain, the subject reverts to its original form, though it remains
dead.
The subject
gains the Strength, Dexterity, and Constitution scores of the new form but
retains its own Intelligence, Wisdom, and Charisma scores. It also gains all
extraordinary special attacks possessed by the form but does not gain the
extraordinary special qualities possessed by the new form or any supernatural
or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Material
Component: An empty
cocoon.
Polymorph Any Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one nonmagical
object of up to 100 cu. ft./level
Duration: See text
Saving
Throw: Fortitude
negates (object); see text
Spell
Resistance: Yes
(object)
This spell
functions like polymorph, except that it changes one object or creature
into another. The duration of the spell depends on how radical a change is made
from the original state to its enchanted state. The duration is determined by
using the following guidelines.
Changed
Subject Is: |
Increase to Duration Factor1 |
|
+5 |
|
+2 |
|
+2 |
Related
(twig is to tree, wolf fur is to wolf, etc.) |
+2 |
|
+2 |
1 Add all
that apply. Look up the total on the next table. |
Duration Factor |
Duration |
Example |
0 |
20 minutes |
Pebble to
human |
2 |
1 hour |
Marionette
to human |
4 |
3 hours |
Human to
marionette |
5 |
12 hours |
Lizard to
manticore |
6 |
2 days |
Sheep to
wool coat |
7 |
1 week |
Shrew to
manticore |
9+ |
Permanent |
Manticore
to shrew |
Unlike polymorph,
polymorph any object does grant the creature the Intelligence score of its
new form. If the original form didn’t have a Wisdom or Charisma score, it gains
those scores as appropriate for the new form.
Damage taken
by the new form can result in the injury or death of the polymorphed creature.
In general, damage occurs when the new form is changed through physical force.
A nonmagical
object cannot be made into a magic item with this spell. Magic items aren’t
affected by this spell.
This spell
cannot create material of great intrinsic value, such as copper, silver, gems,
silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the
special properties of cold iron in order to overcome the damage reduction of
certain creatures.
This spell
can also be used to duplicate the effects of baleful polymorph, polymorph,
flesh to stone, stone to flesh, transmute mud to rock, transmute
metal to wood, or transmute rock to mud.
Arcane
Material Component: Mercury,
gum arabic, and smoke.
Power Word Blind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7, War 7
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that causes one creature of your choice to become blinded,
whether the creature can hear the word or not. The duration of the spell
depends on the target’s current hit point total. Any creature that currently
has 201 or more hit points is unaffected by power word blind.
Hit Points |
Duration |
50 or less |
Permanent |
51–100 |
1d4+1
minutes |
101–200 |
1d4+1
rounds |
Power Word, Fear
Conjuration (Creation)
Level: Battle 7, Sor/Wiz 7
Components: V
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Targets: Creatures with up to 200 hit points within a 15 ft.-radius
sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes
This spell creates a wave of magical energy that terrifies one or more
creatures. It affects the creatures with the lowest hit points total first, selecting subjects one at a time until the next
target would put it over the limit of 200 (Creatures with negative hit points
count as having 0 hit points). The victims of a power word fear spell
all react as if subject to a fear spell.
The duration of the spell depends on the total hit points of the affected creature:
Hit Points
|
Duration
|
50 or less |
Permanent |
51–100 |
1d4+1
minutes |
101–200 |
1d4+1
rounds |
Power Word Kill
Enchantment
(Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9, War 9
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or
less
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that instantly kills one creature of your choice, whether
the creature can hear the word or not. Any creature that currently has 101 or
more hit points is unaffected by power word kill.
Power Word Stun
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, War 8
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 150 hp or less
Duration: See text
Saving
Throw: None
Spell
Resistance: Yes
You utter a
single word of power that instantly causes one creature of your choice to
become stunned, whether the creature can hear the word or not. The duration of
the spell depends on the target’s current hit point total. Any creature that
currently has 151 or more hit points is unaffected by power word stun.
Hit Points |
Duration |
50 or less |
4d4 rounds |
51–100 |
2d4 rounds |
101–150 |
1d4 rounds |
Prayer
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 3, Pal 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 40 ft.
Area: All allies and foes within a
40-ft.-radius burst centered on you
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: Yes
You bring
special favor upon yourself and your allies while bringing disfavor to your
enemies. You and your each of your allies gain a +1 luck bonus on attack rolls,
weapon damage rolls, saves, and skill checks, while each of your foes takes a
–1 penalty on such rolls.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target,
Effect, or Area: See
text
Duration: 1 hour
Saving
Throw: See text
Spell
Resistance: No
Prestidigitations
are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation
spell enables you to perform simple magical effects for 1 hour. The effects
are minor and have severe limitations. A prestidigitation
can slowly lift 1 pound of material. It can color, clean, or soil items in a
1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving
material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation
can create small objects, but they look crude and artificial. The materials
created by a prestidigitation spell are extremely fragile, and they
cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to
duplicate any other spell effects. Any actual change to an object (beyond just
moving, cleaning, or soiling it) persists only 1 hour.
Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell
functions like prismatic wall, except you conjure up an immobile, opaque
globe of shimmering, multicolored light that surrounds you and protects you
from all forms of attack. The sphere flashes in all colors of the visible
spectrum.
The sphere’s
blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.
You can pass
into and out of the prismatic sphere and remain near it without harm.
However, when you’re inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other creatures that attempt to
attack you or pass through suffer the effects of each color, one at a time.
Typically,
only the upper hemisphere of the globe will exist, since you are at the center
of the sphere, so the lower half is usually excluded by the floor surface you
are standing on.
The colors
of the sphere have the same effects as the colors of a prismatic wall.
Prismatic
sphere can be made
permanent with a permanency spell.
Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: Yes
This spell
causes seven shimmering, intertwined, multicolored beams of light to spray from
your hand. Each beam has a different power. Creatures in the area of the spell
with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in
the area is randomly struck by one or more beams, which have additional
effects.
1d8 |
Color
of Beam |
Effect |
1 |
Red |
20 points
fire damage (Reflex half) |
2 |
|
40 points
acid damage (Reflex half) |
3 |
Yellow |
80 points
electricity damage (Reflex half) |
4 |
Green |
Poison
(Kills; Fortitude partial, take 1d6 points of Con damage instead) |
5 |
Blue |
Turned to
stone (Fortitude negates) |
6 |
Indigo |
Insane, as
insanity spell (Will negates) |
7 |
Violet |
Sent to
another plane (Will negates) |
8 |
Struck by
two rays; roll twice more, ignoring any “8” results. |
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level
(D)
Saving
Throw: See text
Spell
Resistance: See text
Prismatic
wall creates a
vertical, opaque wall—a shimmering, multicolored plane of light that protects
you from all forms of attack. The wall flashes with seven colors, each of which
has a distinct power and purpose. The wall is immobile, and you can pass
through and remain near the wall without harm. However, any other creature with
less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by
the colors if it looks at the wall.
The wall’s
maximum proportions are 4 feet wide per caster level and 2 feet high per caster
level. A prismatic wall spell cast to materialize in a space occupied by
a creature is disrupted, and the spell is wasted.
Each color
in the wall has a special effect. The accompanying table shows the seven colors
of the wall, the order in which they appear, their effects on creatures trying
to attack you or pass through the wall, and the magic needed to negate each
color.
The wall can
be destroyed, color by color, in consecutive order, by various magical effects;
however, the first color must be brought down before the second can be
affected, and so on. A rod of cancellation or a mage’s disjunction spell
destroys a prismatic wall, but an antimagic field fails to
penetrate it. Dispel magic and greater dispel magic cannot dispel
the wall or anything beyond it. Spell resistance is effective against a prismatic
wall, but the caster level check must be repeated for each color present.
Prismatic
wall can be made
permanent with a permanency spell.
Color |
Order |
Effect of Color |
Negated By |
Red |
1st |
Stops
nonmagical ranged weapons. Deals 20
points of fire damage (Reflex half). |
Cone of
cold |
|
2nd |
Stops
magical ranged weapons. Deals 40
points of acid damage (Reflex half). |
Gust of
wind |
Yellow |
3rd |
Stops
poisons, gases, and petrification. Deals 80
points of electricity damage (Reflex half). |
Disintegrate |
Green |
4th |
Stops breath weapons. Poison
(Kills; Fortitude partial for 1d6 points of Con damage instead). |
Passwall |
Blue |
5th |
Stops
divination and mental attacks. Turned to
stone (Fortitude negates). |
Magic
missile |
Indigo |
6th |
Stops all
spells. Will save
or become insane (as insanity spell). |
Daylight |
Violet |
7th |
Energy
field destroys all objects and effects.1 Creatures
sent to another plane (Will negates). |
Dispel
magic |
1 The
violet effect makes the special effects of the other six colors redundant,
but these six effects are included here because certain magic items can
create prismatic effects one color at a time, and spell resistance might
render some colors ineffective (see above). |
Produce Flame
Evocation
[Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting
Time: 1 standard
action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
Flames as
bright as a torch appear in your open hand. The flames harm neither you nor
your equipment.
In addition
to providing illumination, the flames can be hurled or used to touch enemies.
You can strike an opponent with a melee touch attack, dealing fire damage equal
to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the
flames up to 120 feet as a thrown weapon. When doing so, you attack with a
ranged touch attack (with no range penalty) and deal the same damage as with
the melee attack. No sooner do you hurl the flames than a new set appears in
your hand. Each attack you make reduces the remaining duration by 1 minute. If
an attack reduces the remaining duration to 0 minutes or less, the spell ends
after the attack resolves.
This spell
does not function underwater.
Programmed Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that cannot extend
beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent until triggered, then 1
round/level
This spell
functions like silent image, except that this spell’s figment activates
when a specific condition occurs. The figment includes visual, auditory, ol
You set the
triggering condition (which may be a special word) when casting the spell. The
event that triggers the illusion can be as general or as specific and detailed
as desired but must be based on an audible, tactile, ol
Material
Component: A bit of
fleece and jade dust worth 25 gp.
Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
You tap energy from the
Plane of Shadow to create a quasi-real, illusory version of yourself. The
projected image looks, sounds, and smells like you but is intangible. The
projected image mimics your actions (including speech) unless you direct it to
act differently (which is a move action).
You can see
through its eyes and hear through its ears as if you were standing where it is,
and during your turn you can switch from using its senses to using your own, or
back again, as a free action. While you are using its senses, your body is
considered blinded and deafened.
If you
desire, any spell you cast whose range is touch or greater can originate from
the projected image instead of from you. The projected image can’t cast any
spells on itself except for illusion spells. The spells affect other targets
normally, despite originating from the projected image.
Objects are
affected by the projected image as if they had succeeded on their Will save.
You must
maintain line of effect to the projected image at all times. If your line of
effect is obstructed, the spell ends. If you use dimension door, teleport,
plane shift, or a similar spell that breaks your line of effect, even
momentarily, the spell ends.
Material
Component: A small
replica of you (a doll), which costs 5 gp to create.
Prosperity
Enchantment (Compulsion) [Mind-Affecting]
Level: Prosperity 9
Components: V, S, DF
Casting Time: 1 Day
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 500 humanoid creatures
Duration: One Year
Saving Throw: None
Spell Resistance: No
Up to 500 recipients receive a +2 competence bonus to one Craft or Profession
skill of the caster’s choice. This bonus lasts for one year. The recipients of
this spell must participate in a day long ritual with the caster.
Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes (harmless)
The warded
creature gains resistance to ranged weapons. The subject gains damage reduction
10/magic against ranged weapons. (This spell doesn’t grant you the ability to
damage creatures with similar damage reduction.) Once the spell has prevented a
total of 10 points of damage per caster level (maximum 100 points), it is
discharged.
Focus: A piece of shell from a tortoise or a
turtle.
Protection from Chaos
Abjuration
[Lawful]
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and
resistance bonuses apply to attacks from chaotic creatures, and chaotic
summoned creatures cannot touch the subject.
Protection from Energy
Abjuration
Level: Clr 3, Drd 3, Luck 3, Protection 3,
Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
or until discharged
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
Protection
from energy grants
temporary immunity to the type of energy you specify when you cast it (acid,
cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster
level of energy damage (to a maximum of 120 points at 10th level), it is
discharged.
Note:
Protection from energy overlaps
(and does not stack with) resist energy. If a
character is warded by protection from energy and resist
energy, the protection spell absorbs damage until its power is
exhausted.
Protection from Evil
Abjuration
[Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
(D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No; see
text
This spell
wards a creature from attacks by evil creatures, from mental control, and from
summoned creatures. It creates a magical barrier around the subject at a
distance of 1 foot. The barrier moves with the subject and has three major
effects.
First, the
subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by evil
creatures.
Second, the
barrier blocks any attempt to possess the warded creature (by a magic jar attack,
for example) or to exercise mental control over the creature (including
enchantment (charm) effects and enchantment (compulsion) effects that grant the
caster ongoing control over the subject, such as dominate person). The
protection does not prevent such effects from targeting the protected creature,
but it suppresses the effect for the duration of the protection from evil effect.
If the protection from evil effect ends before the effect granting
mental control does, the would-be controller would then be able to mentally
command the controlled creature. Likewise, the barrier keeps out a possessing
life force but does not expel one if it is in place before the spell is cast.
This second effect works regardless of alignment.
Third, the
spell prevents bodily contact by summoned creatures. This causes the natural weapon
attacks of such creatures to fail and the creatures to recoil if such attacks
require touching the warded creature. Good summoned creatures are immune to
this effect. The protection against contact by summoned creatures ends if the
warded creature makes an attack against or tries to force the barrier against
the blocked creature. Spell resistance can allow a creature to overcome this
protection and touch the warded creature.
Arcane
Material Component: A
little powdered silver with which you trace a 3-foot -diameter circle on the
floor (or ground) around the creature to be warded.
Protection from Good
Abjuration
[Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and
resistance bonuses apply to attacks from good creatures, and good summoned
creatures cannot touch the subject.
Protection from Law
Abjuration
[Chaotic]
Level: Chaos 1, Clr 1, Sor/Wiz 1
This spell
functions like protection from evil, except that the deflection and
resistance bonuses apply to attacks from lawful creatures, and lawful summoned
creatures cannot touch the subject.
Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 1 standard
action
Range: Touch
Targets: Up to one creature touched per four
levels
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The subject
gains a +8 resistance bonus on saving throws against spells and spell-like
abilities (but not against supernatural and extraordinary abilities).
Material
Component: A diamond
of at least 500 gp value, which must be crushed and
sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to
be granted the protection. Each subject must carry one such gem for the
duration of the spell. If a subject loses the gem, the spell ceases to affect
him.
Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: None
Spell
Resistance: No
You create a
number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 +
your caster level. These eyes move out, scout around, and return as you direct
them when casting the spell. Each eye can see 120 feet (normal vision only) in
all directions.
While the
individual eyes are quite fragile, they’re small and difficult to spot. Each
eye is a Fine construct, about the size of a small apple, that has 1 hit point,
AC 18 (+8 bonus for its size), flies at a speed of 30
feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot
modifier equal to your caster level (maximum +15) and is subject to illusions,
darkness, fog, and any other
When you
create the eyes, you specify instructions you want them to follow in a command
of no more than twenty-five words. Any knowledge you possess is known by the eyes
as well.
In order to
report their findings, the eyes must return to your hand. Each replays in your
mind all it has seen during its existence. It takes an eye 1 round to replay 1
hour of recorded images. After relaying its findings, an eye disappears.
If an eye
ever gets more than 1 mile away from you, it instantly ceases to exist.
However, your link with the eye is such that you won’t know if the eye was
destroyed because it wandered out of range or because of some other event.
The eyes
exist for up to 1 hour per caster level or until they return to you. Dispel
magic can destroy eyes. Roll separately for each eye caught in an area
dispel. Of course, if an eye is sent into darkness, it could hit a wall or
similar obstacle and destroy itself.
Material
Component: A handful
of crystal marbles.
Prying Eyes, Greater
Divination
Level: Sor/Wiz 8
This spell
functions like prying eyes, except that the eyes can see all things as
they actually are, just as if they had true seeing with a range of 120
feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater
prying eye’s maximum Spot modifier is +25 instead of +15.
Purify Food and Drink
Transmutation
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1 standard
action
Range: 10 ft.
Target: 1 cu. ft./level
of contaminated food and water
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure
and suitable for eating and drinking. This spell does not prevent subsequent
natural decay or spoilage. Unholy water and similar food and drink of
significance is spoiled by purify food and drink, but the spell has no
effect on creatures of any type nor upon magic
potions.
Note: Water weighs about 8 pounds per
gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or
1d4+1 rounds after creatures leave the smoke cloud; see text
Saving
Throw: Will negates
or Fortitude negates; see text
Spell
Resistance: Yes or
No; see text
Pyrotechnics
turns a fire into
either a burst of blinding fireworks or a thick cloud of choking smoke,
depending on the version you choose.
Fireworks:
The fireworks are a
flashing, fiery, momentary burst of glowing, colored aerial lights. This effect
causes creatures within 120 feet of the fire source to become blinded for 1d4+1
rounds (Will negates). These creatures must have line of sight to the fire to
be affected. Spell resistance can prevent blindness.
Smoke
Cloud: A writhing
stream of smoke billows out from the source, forming a choking cloud. The cloud
spreads 20 feet in all directions and lasts for 1 round per caster level. All
sight, even darkvision, is ineffective in or through the cloud. All within the
cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These
effects last for 1d4+1 rounds after the cloud dissipates or after the creature
leaves the area of the cloud. Spell resistance does not apply.
Material
Component: The spell
uses one fire source, which is immediately extinguished. A fire so large that it
exceeds a 20-foot cube is only partly extinguished. Magical fires are not
extinguished, although a fire-based creature used as a source takes 1 point of
damage per caster level.
Transmutation
Level: Drd 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area or
Target: One 20-ft.
cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving
Throw: None or Will
negates (object)
Spell
Resistance: No or
Yes (object)
Quench is often used to put out forest fires
and other conflagrations. It extinguishes all nonmagical fires in its area. The
spell also dispels any fire spells in its area, though you must succeed on a
dispel check (1d20 +1 per caster level, maximum +15) against each spell to
dispel it. The DC to dispel such spells is 11 + the caster level of the fire
spell.
Each
elemental (fire) creature within the area of a quench spell takes 1d6
points of damage per caster level (maximum 15d6, no save allowed).
Alternatively,
you can target the spell on a single magic item that creates or controls flame.
The item loses all its fire-based magical abilities for 1d4 hours unless it
succeeds on a Will save. (Artifacts are immune to this effect.)
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two
of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Each affected creature gains
a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will
saves, and a –2 penalty
to AC. The effect is otherwise identical with a barbarian’s rage except that
the subjects aren’t fatigued at the end of the rage.
Rainbow Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V (Brd only), S, M, F; see text
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 20-ft.-radius
spread
Duration: Concentration +1 round/ level (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
A glowing,
rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow
pattern fascinates a maximum of 24 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. An affected creature
that fails its saves is fascinated by the pattern.
With a
simple gesture (a free action), you can make the rainbow pattern move up to 30
feet per round (moving its effective point of origin). All fascinated creatures
follow the moving rainbow of light, trying to get or remain within the effect.
Fascinated creatures who are restrained and removed from the pattern still try
to follow it. If the pattern leads its subjects into a dangerous area each
fascinated creature gets a second save. If the view of the lights is completely
blocked creatures who can’t see them are no longer
affected.
The spell
does not affect sightless creatures.
Verbal
Component: A wizard
or sorcerer need not utter a sound to cast this spell, but a bard must sing,
play music, or recite a rhyme as a verbal component.
Material
Component: A piece
of phosphor.
Focus: A crystal prism.
Raise Dead
Conjuration
(Healing)
Level: Clr 5
Components: V, S, M, DF
Casting
Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
You restore
life to a deceased creature. You can raise a creature that has been dead for no
longer than one day per caster level. In addition, the subject’s soul must be
free and willing to return. If the subject’s soul is not willing to return, the
spell does not work; therefore, a subject that wants to return receives no
saving throw.
Coming back
from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit
Die) when it is raised, just as if it had lost a level or a Hit Die to an
energy-draining creature. If the subject is 1st level, it loses 2 points of
Constitution instead (if this would reduce its Con to 0 or less, it can’t be
raised). This level/HD loss or Constitution loss cannot be repaired by any
means. A character who died with spells prepared has a
50% chance of losing any given spell upon being raised, in addition to losing
spells for losing a level. A spellcasting creature that doesn’t prepare spells
(such as a sorcerer) has a 50% chance of losing any given unused spell slot as
if it had been used to cast a spell, in addition to losing spell slots for
losing a level.
A raised
creature has a number of hit points equal to its current Hit Dice. Any ability
scores damaged to 0 are raised to 1. Normal poison and normal disease are cured
in the process of raising the subject, but magical diseases and curses are not
undone. While the spell closes mortal wounds and repairs lethal damage of most
kinds, the body of the creature to be raised must be whole. Otherwise, missing
parts are still missing when the creature is brought back to life. None of the
dead creature’s equipment or possessions are affected
in any way by this spell.
A creature who has been turned into an undead creature or killed by a
death effect can’t be raised by this spell. Constructs, elementals, outsiders,
and undead creatures can’t be raised. The spell cannot bring back a creature
that has died of old age.
Material
Component: Diamonds
worth a total of least 5,000 gp.
Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: Yes
A
coruscating ray springs from your hand. You must succeed on a ranged touch
attack to strike a target. The subject takes a penalty to Strength equal to
1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score
cannot drop below 1.
Ray of Exhaustion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving
Throw: Fortitude
partial; see text
Spell
Resistance: Yes
A black ray
projects from your pointing finger. You must succeed on a ranged touch attack
with the ray to strike a target.
The subject
is immediately exhausted for the spell’s duration. A successful Fortitude save
means the creature is only fatigued.
A character
that is already fatigued instead becomes exhausted.
This spell
has no effect on a creature that is already exhausted. Unlike normal exhaustion
or fatigue, the effect ends as soon as the spell’s duration expires.
Material
Component: A drop of
sweat.
Ray of Frost
Evocation
[Cold]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
A ray of
freezing air and ice projects from your pointing finger. You must succeed on a
ranged touch attack with the ray to deal damage to a target. The ray deals 1d3
points of cold damage.
Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1,
Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
By means of read
magic, you can decipher magical inscriptions on objects—books, scrolls,
weapons, and the like—that would otherwise be unintelligible. This deciphering
does not normally invoke the magic contained in the writing, although it may do
so in the case of a cursed scroll. Furthermore, once the spell is cast and you have
read the magical inscription, you are thereafter able to read that particular
writing without recourse to the use of read magic. You can read at the
rate of one page (250 words) per minute. The spell allows you to identify a glyph
of warding with a DC 13 Spellcraft check, a greater glyph of warding with
a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check
(DC 10 + spell level).
Read
magic can be made
permanent with a permanency spell.
Focus: A clear crystal or mineral prism.
Reason
Enchantment (Compulsion) [Mind-Affecting]
Level: Reason 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes /level
Saving Throw: No
Spell Resistance: No
The recipient may add their Intelligence modifier to any attack role or skill
check in addition to the standard modifier (including Intelligence). The
recipient may also add their intelligence modifier to their caster level.
Reduce Animal
Transmutation
Level: Drd 2, Rgr 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: One willing animal of Small, Medium,
Large, or Huge size
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
functions like reduce person, except that it affects a single willing
animal. Reduce the damage dealt by the animal’s natural attacks as appropriate
for its new size.
Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level
(D)
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
This spell
causes instant diminution of a humanoid creature, halving its height, length,
and width and dividing its weight by 8. This decrease changes the creature’s
size category to the next smaller one. The target gains a +2 size bonus to
Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on
attack rolls and AC due to its reduced size.
A Small humanoid
creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural
reach of 0 feet (meaning that it must enter an opponent’s square to attack). A
Large humanoid creature whose size decreases to Medium has a space of 5 feet
and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All
equipment worn or carried by a creature is similarly reduced by the spell.
Melee and
projectile weapons deal less damage. Other magical properties are not affected
by this spell. Any reduced item that leaves the reduced creature’s
possession (including a projectile or thrown weapon) instantly returns to its
normal size. This means that thrown weapons deal their normal damage
(projectiles deal damage based on the size of the weapon that fired them).
Multiple
magical effects that reduce size do not stack.
Reduce
person counters and
dispels enlarge person.
Reduce
person can be made
permanent with a permanency spell.
Material
Component: A pinch
of powdered iron.
Reduce Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two
of which can be more than 30 ft. apart
This spell
functions like reduce person, except that it affects multiple creatures.
Refuge
Conjuration
(Teleportation)
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving
Throw: None
Spell
Resistance: No
You create
powerful magic in some specially prepared object. This object contains the
power to instantly transport its possessor across any distance within the same
plane to your abode. Once the item is transmuted, you must give it willingly to
a creature and at the same time inform it of a command word to be spoken when
the item is used. To make use of the item, the subject speaks the command word
at the same time that it rends or breaks the item (a standard action). When
this is done, the individual and all objects it is wearing and carrying (to a
maximum of the character’s heavy load) are instantly transported to your abode.
No other creatures are affected (aside from a familiar that is touching the
subject).
You can
alter the spell when casting it so that it transports you to within 10 feet of
the possessor of the item when it is broken and the command word spoken. You
will have a general idea of the location and situation of the item possessor at
the time the refuge spell is discharged, but once you decide to alter
the spell in this fashion, you have no choice whether or not to be transported.
Material
Component: The
specially prepared object, whose construction requires gems worth 1,500 gp.
Regenerate
Conjuration
(Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting
Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The
subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails,
or even heads of multiheaded creatures), broken bones, and ruined organs grow
back. After the spell is cast, the physical regeneration is complete in 1 round
if the severed members are present and touching the creature. It takes 2d10
rounds otherwise.
Regenerate
also cures 4d8
points of damage +1 point per caster level (maximum +35), rids the subject of
exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has
taken. It has no effect on nonliving creatures (including undead).
Reincarnate
Transmutation
Level: Drd 4
Components: V, S, M, DF
Casting
Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw: None; see
text
Spell
Resistance: Yes
(harmless)
With this
spell, you bring back a dead creature in another body, provided that its death
occurred no more than one week before the casting of the spell and the
subject’s soul is free and willing to return. If the subject’s soul is not
willing to return, the spell does not work; therefore, a subject that wants to
return receives no saving throw.
Since the
dead creature is returning in a new body, all physical ills and afflictions are
repaired. The condition of the remains is not a
A
reincarnated creature recalls the majority of its former life and form. It
retains any class abilities, feats, or skill ranks it formerly possessed. Its
class, base attack bonus, base save bonuses, and hit points are unchanged.
Strength, Dexterity, and Constitution scores depend partly on the new body.
First eliminate the subject’s racial adjustments (since it is no longer of his
previous race) and then apply the adjustments found below to its remaining
ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the
subject was 1st level, its new Constitution score is
reduced by 2. (If this reduction would put its Con at 0 or lower, it can’t be
reincarnated). This level/HD loss or Constitution loss cannot be repaired by
any means.
It’s possible
for the change in the subject’s ability scores to make it difficult for it to
pursue its previous character class. If this is the case, the subject is well
advised to become a multiclass character.
For a
humanoid creature, the new incarnation is determined using the following table.
For nonhumanoid creatures, a similar table of creatures of the same type should
be created.
A creature
that has been turned into an undead creature or killed by a death effect can’t
be returned to life by this spell.
Constructs, elementals, outsiders, and undead creatures can’t be
reincarnated. The spell cannot bring back a creature who
has died of old age.
d% |
Incarnation |
Str |
Dex |
Con |
01 |
Bugbear |
+4 |
+2 |
+2 |
02–13 |
Dwarf |
+0 |
+0 |
+2 |
14–25 |
Elf |
+0 |
+2 |
–2 |
26 |
Gnoll |
+4 |
+0 |
+2 |
27–38 |
Gnome |
–2 |
+0 |
+2 |
39–42 |
Goblin |
–2 |
+2 |
+0 |
43–52 |
Half-elf |
+0 |
+0 |
+0 |
53–62 |
Half-orc |
+2 |
+0 |
+0 |
63–74 |
Halfling |
–2 |
+2 |
+0 |
75–89 |
Human |
+0 |
+0 |
+0 |
90–93 |
Kobold |
–4 |
+2 |
–2 |
94 |
Lizardfolk |
+2 |
+0 |
+2 |
95–98 |
Orc |
+4 |
+0 |
+0 |
99 |
Troglodyte |
+0 |
–2 |
+4 |
100 |
Other |
? |
? |
? |
The
reincarnated creature gains all abilities associated with its new form,
including forms of movement and speeds, natural armor, natural attacks,
extraordinary abilities, and the like, but it doesn’t automatically speak the
language of the new form.
A wish or
a miracle spell can restore a reincarnated character to his or her
original form.
Material
Component: Rare oils
and unguents worth a total of least 1,000 gp, spread over the remains.
Remove Blindness/Deafness
Conjuration
(Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the
effect is normal or magical in nature. The spell does not restore ears or eyes that have
been lost, but it repairs them if they are damaged.
Remove
blindness/deafness counters
and dispels blindness/deafness.
Remove Curse
Abjuration
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Remove
curse instantaneously
removes all curses on an object or a creature. Remove curse does not
remove the curse from a cursed shield, weapon, or suit of armor, although the
spell typically enables the creature afflicted with any such cursed item to
remove and get rid of it. Certain special curses may not be countered by this
spell or may be countered only by a caster of a certain level or higher.
Remove
curse counters and
dispels bestow curse.
Remove Disease
Conjuration
(Healing)
Level: Clr 3, Drd 3, Rgr 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
Remove
disease cures all
diseases that the subject is suffering from. The spell also kills parasites,
including green slime and others. Certain special diseases may not be countered
by this spell or may be countered only by a caster of a certain level or
higher.
Note: Since the spell’s duration is
instantaneous, it does not prevent reinfection after a new exposure to the same
disease at a later date.
Remove Fear
Abjuration
Level: Brd 1, Clr 1
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional
creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You instill
courage in the subject, granting it a +4 morale bonus against fear effects
for 10 minutes. If the subject is under the influence of a fear effect
when receiving the spell, that effect is suppressed for the duration of the
spell.
Remove
fear counters and
dispels cause fear.
Remove Paralysis
Conjuration
(Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of
which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You can free
one or more creatures from the effects of any temporary paralysis or related
magic, including a ghoul’s touch or a slow spell. If the spell is cast
on one creature, the paralysis is negated. If cast on two creatures, each
receives another save with a +4 resistance bonus against the effect that
afflicts it. If cast on three or four creatures, each
receives another save with a +2 resistance bonus.
The spell
does not restore ability scores reduced by penalties, damage, or drain.
Repel Metal or Stone
Abjuration
[Earth]
Level: Drd 8
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line from you
Duration: 1 round/level (D)
Saving
Throw: None
Spell
Resistance: No
Like repel
wood, this spell creates waves of invisible and intangible energy that roll
forth from you. All metal or stone objects in the path of the spell are pushed
away from you to the limit of the range. Fixed metal or stone objects larger
than 3 inches in diameter and loose objects weighing more than 500 pounds are
not affected. Anything else, including animated objects, small boulders, and
creatures in metal armor, moves back. Fixed objects 3 inches in diameter or
smaller bend or break, and the pieces move with the wave of energy. Objects
affected by the spell are repelled at the rate of 40 feet per round.
Objects such
as metal armor, swords, and the like are pushed back, dragging their bearers
with them. Even magic items with metal components are repelled, although an antimagic
field blocks the effects.
The waves of
energy continue to sweep down the set path for the spell’s duration. After you
cast the spell, the path is set, and you can then do other things or go
elsewhere without affecting the spell’s power.
Repel Vermin
Abjuration
Level: Brd 4, Clr 4, Drd 4, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on
you
Duration: 10 min./level
(D)
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
An invisible
barrier holds back vermin. A vermin with Hit Dice of less than one-third your
level cannot penetrate the barrier.
A vermin
with Hit Dice of one-third your level or more can penetrate the barrier if it
succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6
points of damage, and pressing against the barrier causes pain, which deters
most vermin.
Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line-shaped emanation from
you
Duration: 1 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
Waves of
energy roll forth from you, moving in the direction that you determine, causing
all wooden objects in the path of the spell to be pushed away from you to the
limit of the range. Wooden objects larger than 3 inches in diameter that are
fixed firmly are not affected, but loose objects are. Objects 3 inches in
diameter or smaller that are fixed in place splinter and break, and the pieces
move with the wave of energy. Objects affected by the spell are repelled at the
rate of 40 feet per round.
Objects such
as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts
are pushed back, dragging those carrying them along. (A creature being dragged
by an item it is carrying can let go. A creature being dragged by a shield can
loose it as a move action and drop it as a free action.) If a spear is planted
(set) to prevent this forced movement, it splinters. Even magic items with
wooden sections are repelled, although an antimagic field blocks the
effects.
The waves of
energy continue to sweep down the set path for the spell’s duration. After you
cast the spell, the path is set, and you can then do other things or go
elsewhere without affecting the spell’s power.
Repulsion
Abjuration
Level: Clr 7, Protection 7, Sor/Wiz 6
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation
centered on you
Duration: 1 round/level (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
An
invisible, mobile field surrounds you and prevents creatures from approaching
you. You decide how big the field is at the time of casting (to the limit your
level allows). Any creature within or entering the field must attempt a save.
If it fails, it becomes unable to move toward you for the duration of the
spell. Repelled creatures’ actions are not otherwise restricted.
They can
fight other creatures and can cast spells and attack you with ranged weapons.
If you move closer to an affected creature, nothing happens. (The creature is
not forced back.) The creature is free to make melee attacks against you if you
come within reach. If a repelled creature moves away from you and then tries to
turn back toward you, it cannot move any closer if it is still within the
spell’s area.
Arcane
Focus: A pair of
small iron bars attached to two small canine statuettes, one black and one
white, the whole array worth 50 gp.
Resilient Sphere
Evocation
[Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere,
centered around a creature
Duration: 1 min./level
(D)
Saving
Throw: Reflex
negates
Spell
Resistance: Yes
A globe of
shimmering force encloses a creature, provided the creature is small enough to
fit within the diameter of the sphere. The sphere contains its subject for the
spell’s duration. The sphere is not subject to damage of any sort except from a
rod of cancellation, a rod of negation, a disintegrate spell,
or a targeted dispel magic spell. These effects destroy the sphere without
harm to the subject. Nothing can pass through the sphere, inside or out, though
the subject can breathe normally.
The subject
may struggle, but the sphere cannot be physically moved either by people
outside it or by the struggles of those within.
Material
Component: A
hemispherical piece of clear crystal and a matching hemispherical piece of gum
arabic.
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz
0
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
You imbue
the subject with magical energy that protects it from harm, granting it a +1
resistance bonus on saves.
Resistance
can be made
permanent with a permanency spell.
Arcane
Material Component: A
miniature cloak.
Resist Energy
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1,
Sor/Wiz 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
This
abjuration grants a creature limited protection from damage of whichever one of
five energy types you select: acid, cold, electricity, fire, or sonic. The
subject gains energy resistance 10 against the energy type chosen, meaning that
each time the creature is subjected to such damage (whether from a natural or
magical source), that damage is reduced by 10 points before being applied to
the creature’s hit points. The value of the energy resistance granted increases
to 20 points at 7th level and to a maximum of 30 points at 11th level. The
spell protects the recipient’s equipment as well.
Resist
energy absorbs only
damage. The subject could still suffer unfortunate side effects.
Note:
Resist energy overlaps
(and does not stack with) protection from energy. If a
character is warded by protection from energy and resist
energy, the protection spell absorbs damage until its power is
exhausted.
Restoration
Conjuration
(Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This spell
functions like lesser restoration, except that it also dispels negative
levels and restores one experience level to a creature who has had a level
drained. The drained level is restored only if the time since the creature lost
the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly
the minimum number of experience points necessary to restore him or her to his
or her previous level.
Restoration
cures all temporary
ability damage, and it restores all points permanently drained from a single
ability score (your choice if more than one is drained). It also eliminates any
fatigue or exhaustion suffered by the target.
Restoration
does not restore levels
or Constitution points lost due to death.
Material
Component: Diamond
dust worth 100 gp that is sprinkled over the target.
Restoration, Greater
Conjuration
(Healing)
Level: Clr 7
Components: V, S, XP
Casting
Time: 10 minutes
This spell
functions like lesser restoration, except that it dispels all negative
levels afflicting the healed creature. This effect also reverses level drains
by a force or creature, restoring the creature to the highest level it had
previously attained. The drained levels are restored only if the time since the
creature lost the level is no more than one week per caster level.
Greater
restoration also
dispels all magical effects penalizing the creature’s abilities, cures all
temporary ability damage, and restores all points permanently drained from all
ability scores. It also eliminates fatigue and exhaustion, and removes all
forms of insanity, confusion, and similar mental effects. Greater
restoration does not restore levels or Constitution points lost due to
death.
XP Cost: 500 XP.
Restoration, Lesser
Conjuration
(Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting
Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Lesser
restoration dispels
any magical effects reducing one of the subject’s ability scores or cures 1d4
points of temporary ability damage to one of the subject’s ability scores. It
also eliminates any fatigue suffered by the character, and improves an
exhausted condition to fatigued. It does not restore
permanent ability drain.
Resurrection
Conjuration
(Healing)
Level: Clr 7
Casting
Time: 10 minutes
This spell
functions like raise dead, except that you are able to restore life and
complete strength to any deceased creature.
The
condition of the remains is not a
Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of prepared spells. However, the
subject loses one level, or 2 points of Constitution
if the subject was 1st level. (If this reduction would bring its Con to 0 or
lower, it can’t be resurrected). This level loss or Constitution loss cannot be
repaired by any means.
You can
resurrect someone killed by a death effect or someone who has been turned into
an undead creature and then destroyed. You cannot resurrect someone who has
died of old age. Constructs, elementals, outsiders, and undead creatures can’t
be resurrected.
Material
Component: A
sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels
(S)
Duration: 1 round/level (D)
Saving
Throw: None; see
text
Spell
Resistance: No
This spell
reverses gravity in an area, causing all unattached objects and creatures
within that area to fall upward and reach the top of the area in 1 round. If
some solid object (such as a ceiling) is encountered in this fall, falling
objects and creatures strike it in the same manner as they would during a
normal downward fall. If an object or creature reaches the top of the area
without striking anything, it remains there, oscillating slightly, until the
spell ends. At the end of the spell duration, affected objects and creatures
fall downward.
Provided it
has something to hold onto, a creature caught in the area can attempt a Reflex
save to secure itself when the spell strikes.
Creatures who can fly or levitate can keep themselves from falling.
Arcane
Material Component: A
lodestone and iron filings.
Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
Your height
immediately doubles, and your weight increases by a
If
insufficient room is available for the desired growth, you attain the maximum
possible size and may make a Strength check (using your increased Strength) to
burst any enclosures in the process. If you fail, you are constrained without
harm by the materials enclosing you— the spell cannot crush you by increasing
your size.
All
equipment you wear or carry is similarly enlarged by the spell. Melee and
projectile weapons deal more damage. Other magical properties are not affected
by this spell. Any enlarged item that leaves your possession (including a
projectile or thrown weapon) instantly returns to its normal size. This means
that thrown weapons deal their normal damage (projectiles deal damage based on
the size of the weapon that fired them).
Multiple
magical effects that increase size do not stack.
Rite of the Hunt
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 8, Hunt 7
Components: V, S, M, DF
Casting Time: 1 minute
Target: One creature per level
As rite of the hunter, however one creature can be affected for each
level of the caster.
Rite of the Hunter
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 4, Hunt 3, Ranger 4
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 receives a +2 moral bonus to Hide, Move Silently, Listen, Spot
and Survival checks, and can Sneak Attack like a 1st level rogue. If the recipient can already Sneak Attack, then their sneak attack
damage is increased by 1d6.
Material Component: The skull of a bear or other large predator
Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: One touched piece of rope from 5 ft.
to 30 ft. long
Duration: 1 hour/level (D)
Saving
Throw: None
Spell
Resistance: No
When this
spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope
rises into the air until the whole rope hangs perpendicular to the ground, as
if affixed at the upper end. The upper end is, in fact, fastened to an
extradimensional space that is outside the multiverse of extradimensional
spaces (“planes”). Creatures in the extradimensional space are hidden, beyond
the reach of spells (including divinations), unless those spells work across
planes. The space holds as many as eight creatures (of any size). Creatures in
the space can pull the rope up into the space, making the rope “disappear.” In
that case, the rope counts as one of the eight creatures that can fit in the
space. The rope can support up to 16,000 pounds. A weight
greater than that can pull the rope free.
Spells
cannot be cast across the extradimensional interface, nor can area effects
cross it. Those in the extradimensional space can see out of it as if a
3-foot-by- 5-foot window were centered on the rope. The window is present on
the Material Plane, but it’s invisible, and even creatures that can see the
window can’t see through it. Anything inside the extradimensional space drops
out when the spell ends. The rope can be climbed by only one person at a time.
The rope trick spell enables climbers to reach a normal place if they do
not climb all the way to the extradimensional space.
Note: It is hazardous to create an
extradimensional space within an existing extradimensional space or to take an
extradimensional space into an existing one.
Material
Component: Powdered
corn extract and a twisted loop of parchment.
Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: One nonmagical ferrous object (or
the volume of the object within 3 ft. of the touched point) or one ferrous
creature
Duration: See text
Saving
Throw: None
Spell
Resistance: No
Any iron or
iron alloy item you touch becomes instantaneously rusted, pitted, and
worthless, effectively destroyed. If the item is so large that it cannot fit
within a 3-foot radius a 3-foot-radius volume of the metal is rusted and
destroyed. Magic items made of metal are immune to this spell.
You may
employ rusting grasp in combat with a successful melee touch attack. Rusting
grasp used in this way instantaneously destroys 1d6 points of Armor Class
gained from metal armor (to the maximum amount of protection the armor offered)
through corrosion.
Weapons in
use by an opponent targeted by the spell are more difficult to grasp. You must
succeed on a melee touch attack against the weapon. A metal weapon that is hit
is destroyed.
Note: Striking at an opponent’s weapon
provokes an attack of opportunity. Also, you must touch the weapon and not the
other way around.
Against a
ferrous creature, rusting grasp instantaneously deals 3d6 points of
damage +1 per caster level (maximum +15) per successful attack. The spell lasts
for 1 round per level, and you can make one melee touch attack per round.
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.
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target or
Targets: See text
Duration: Concentration (up to 1 round/ level)
or instantaneous; see text
Saving
Throw: Will negates
(object) or None; see text
Spell
Resistance: Yes
(object); see text
You move objects
or creatures by concentrating on them. Depending on the version selected, the
spell can provide a gentle, sustained force, perform a variety of combat
maneuvers, or exert a single short, violent thrust.
Sustained
Force: A sustained
force moves an object weighing no more than 25 pounds per caster level (maximum
375 pounds at 15th level) up to 20 feet per round. A creature can negate the
effect on an object it possesses with a successful Will save or with spell
resistance.
This version
of the spell can last 1 round per caster level, but it ends if you cease
concentration. The weight can be moved vertically, horizontally, or in both
directions. An object cannot be moved beyond your range. The spell ends if the
object is forced beyond the range. If you cease concentration for any reason,
the object falls or stops.
An object
can be telekinetically manipulated as if with one hand. For example, a lever or
rope can be pulled, a key can be turned, an object rotated, and so on, if the
force required is within the weight limitation. You might even be able to untie
simple knots, though delicate activities such as these require Intelligence
checks.
Combat
Maneuver: Alternatively,
once per round, you can use telekinesis to perform a bull rush, disarm,
grapple (including pin), or trip. Resolve these attempts as normal, except that
they don’t provoke attacks of opportunity, you use your caster level in place
of your base attack bonus (for disarm and grapple), you use your Intelligence
modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your
Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive
attempt by the target (such as for disarm or trip). No save is allowed against
these attempts, but spell resistance applies normally. This version of the
spell can last 1 round per caster level, but it ends if you cease
concentration.
Violent
Thrust: Alternatively,
the spell energy can be spent in a single round. You can hurl one object or
creature per caster level (maximum 15) that are within range and all within 10
feet of each other toward any target within 10 feet per level of all the
objects. You can hurl up to a total weight of 25 pounds per caster level
(maximum 375 pounds at 15th level).
You must
succeed on attack rolls (one per creature or object thrown) to hit the target
with the items, using your base attack bonus + your Intelligence modifier (if a
wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage
(with no Strength bonus; note that arrows or bolts deal damage as daggers of
their size when used in this manner). Other objects cause damage ranging from 1
point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25
pounds (for hard, dense objects).
Creatures
who fall within the weight capacity of the spell can be hurled, but they are
allowed Will saves (and spell resistance) to negate the effect, as are those
whose held possessions are targeted by the spell. If a telekinesed creature is
hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Telekinetic Sphere
Evocation
[Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere,
centered around creatures or objects
Duration: 1 min./level
(D)
Saving
Throw: Reflex
negates (object)
Spell
Resistance: Yes
(object)
This spell
functions like resilient sphere, with the addition that the creatures or
objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of
its normal weight. You can telekinetically lift anything in the sphere that
normally weighs 5,000 pounds or less. The telekinetic control extends from you
out to medium range (100 feet + 10 feet per caster level) after the sphere has
succeeded in encapsulating its contents.
You can move
objects or creatures in the sphere that weigh a total of 5,000 pounds or less
by concentrating on the sphere. You can begin moving a sphere in the round
after casting the spell. If you concentrate on doing so (a standard action),
you can move the sphere as much as 30 feet in a round. If you cease
concentrating, the sphere does not move in that round (if on a level surface)
or descends at its falling rate (if aloft) until it reaches a level surface, or
the spell’s duration expires, or you begin concentrating again. If you cease
concentrating (voluntarily or due to failing a Concentration check), you can
resume concentrating on your next turn or any later turn during the spell’s duration.
The sphere
falls at a rate of only 60 feet per round, which is not fast enough to cause
damage to the contents of the sphere.
You can move
the sphere telekinetically even if you are in it.
Material
Component: A
hemispherical piece of clear crystal, a matching hemispherical piece of gum
arabic, and a pair of small bar magnets.
Telepathic Bond
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature per
three levels, no two of which can be more than 30 ft. apart
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
You forge a
telepathic bond among yourself and a number of willing creatures, each of which
must have an Intelligence score of 3 or higher. Each creature included in the
link is linked to all the others. The creatures can communicate telepathically
through the bond regardless of language. No special power or influence is
established as a result of the bond. Once the bond is formed, it works over any
distance (although not from one plane to another).
If desired,
you may leave yourself out of the telepathic bond forged. This decision must be
made at the time of casting.
Telepathic
bond can be made permanent
with a permanency spell, though it only bonds two creatures per casting
of permanency.
Material
Component: Pieces of
eggshell from two different kinds of creatures.
Teleport
Conjuration
(Teleportation)
Level: Sor/Wiz 5, Travel 5
Components: V
Casting
Time: 1 standard
action
Range: Personal and touch
Target: You and touched objects or other
touched willing creatures
Duration: Instantaneous
Saving
Throw: None and Will
negates (object)
Spell
Resistance: No and
Yes (object)
This spell
instantly transports you to a designated destination, which may be as distant
as 100 miles per caster level. Interplanar travel is not possible. You can
bring along objects as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent (see below) per three
caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at
least one of those creatures must be in contact with you. As with all spells
where the range is personal and the target is you, you need not make a saving
throw, nor is spell resistance applicable to you. Only objects held or in use
(attended) by another person receive saving throws and spell resistance.
You must
have some clear idea of the location and layout of the destination. The clearer
your mental image, the more likely the teleportation works. Areas of strong
physical or magical energy may make teleportation more hazardous or even
impossible.
To see how
well the teleportation works, roll d% and consult the Teleport table. Refer to
the following information for definitions of the terms on the table.
Familiarity:
“Very familiar” is a
place where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently see it,
you’ve been there often, or you have used other means (such as scrying)
to study the place for at least one hour. “Seen casually” is a place that you
have seen more than once but with which you are not very familiar. “Viewed
once” is a place that you have seen once, possibly using magic.
“False
destination” is a place that does not truly exist or if you are teleporting to
an otherwise familiar location that no longer exists as such or has been so
completely altered as to no longer be familiar to you. When traveling to a
false destination, roll 1d20+80 to obtain results on the table, rather than
rolling d%, since there is no real destination for you to hope to arrive at or
even be off target from.
On
Target: You appear
where you want to be.
Off
Target: You appear safely
a random distance away from the destination in a random direction. Distance off
target is 1d10x1d10% of the distance that was to be traveled. The direction off
target is determined randomly
Similar
Area: You wind up in
an area that’s visually or thematically similar to the target area.
Generally,
you appear in the closest similar place within range. If no such area exists
within the spell’s range, the spell simply fails instead.
Mishap: You and anyone else teleporting with
you have gotten “scrambled.” You each take 1d10 points of damage,
and you reroll on the chart to see where you wind up. For these rerolls, roll
1d20+80. Each time “Mishap” comes up, the characters take more damage and must
reroll.
Familiarity |
On Target |
Off Target |
Similar Area |
Mishap |
Very
familiar |
01–97 |
98–99 |
100 |
— |
Studied
carefully |
01–94 |
95–97 |
98–99 |
100 |
Seen
casually |
01–88 |
89–94 |
95–98 |
99–100 |
Viewed
once |
01–76 |
77–88 |
89–96 |
97–100 |
False
destination (1d20+80) |
— |
— |
81–92 |
93–100 |
Teleport Object
Conjuration
(Teleportation)
Level: Sor/Wiz 7
Range: Touch
Target: One touched object of up to 50 lb./level and 3 cu. ft./level
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
functions like teleport, except that it teleports an object, not you.
Creatures and magical forces cannot be teleported.
If desired,
the target object can be sent to a distant location on the Ethereal Plane. In
this case, the point from which the object was teleported remains faintly
magical until the item is retrieved. A successful targeted dispel magic spell
cast on that point brings the vanished item back from the Ethereal Plane.
Teleport, Greater
Conjuration
(Teleportation)
Level: Sor/Wiz 7, Travel 7
This spell functions
like teleport, except that there is no range limit and there is no
chance you arrive off target. In addition, you need not have seen the
destination, but in that case you must have at least a reliable description of
the place to which you are teleporting. If you attempt to teleport with
insufficient information (or with misleading information), you disappear and
simply reappear in your original location. Interplanar travel is not possible.
Conjuration
(Teleportation)
Level: Sor/Wiz 9
Components: V, M
Casting
Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports
those who activate it
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: Yes
You create a
circle on the floor or other horizontal surface that teleports, as greater
teleport, any creature who stands on it to a designated spot. Once you
designate the destination for the circle, you can’t change it. The spell fails
if you attempt to set the circle to teleport creatures into a solid object, to
a place with which you are not familiar and have no clear description, or to
another plane.
The circle
itself is subtle and nearly impossible to notice. If you intend to keep
creatures from activating it accidentally, you need to mark the circle in some
way.
Teleportation
circle can be made
permanent with a permanency spell. A permanent teleportation circle that
is disabled becomes inactive for 10 minutes, then can
be triggered again as normal.
Note: Magic traps such as teleportation
circle are hard to detect and disable. A rogue (only) can use the Search
skill to find the circle and Disable Device to thwart it. The DC in each case
is 25 + spell level, or 34 in the case of teleportation circle.
Material
Component: Amber
dust to cover the area of the circle (cost 1,000 gp).
Temporal Stasis
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You must succeed
on a melee touch attack. You place the subject into a state of suspended
animation. For the creature, time ceases to flow and its condition becomes
fixed. The creature does not grow older. Its body functions virtually cease,
and no force or effect can harm it. This state persists until the magic is
removed (such as by a successful dispel magic spell or a freedom spell).
Material
Component: A powder
composed of diamond, emerald, ruby, and sapphire dust with a total value of at
least 5,000 gp.
Time Stop
Transmutation
Level: Sor/Wiz 9, Trickery 9
Components: V
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time); see
text
This spell seems
to make time cease to flow for everyone but you. In fact, you speed up so
greatly that all other creatures seem frozen, though they are actually still
moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent
time. Normal and magical fire, cold, gas, and the like can still harm you.
While the time stop is in effect, other creatures are invulnerable to
your attacks and spells; you cannot target such creatures with any attack or
spell. A spell that affects an area and has a duration longer than the
remaining duration of the time stop have their normal effects on other
creatures once the time stop ends. Most spellcasters use the additional
time to improve their defenses, summon allies, or flee from combat.
You cannot
move or harm items held, carried, or worn by a creature stuck in normal time,
but you can affect any item that is not in another creature’s possession.
You are
undetectable while time stop lasts. You cannot enter an area protected
by an antimagic field while under the effect of time stop.
Tiny Hut
Evocation
[Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on
your location
Duration: 2 hours/level (D)
Saving
Throw: None
Spell
Resistance: No
You create
an unmoving, opaque sphere of force of any color you desire around yourself.
Half the sphere projects above the ground, and the
lower hemisphere passes through the ground. As many as nine other Medium
creatures can fit into the field with you; they can freely pass into and out of
the hut without harming it. However, if you remove yourself from the hut, the
spell ends.
The
temperature inside the hut is 70° F if the exterior temperature is between 0°
and 100° F. An exterior temperature below 0° or above 100° lowers or raises the
interior temperature on a 1-degree-for-1 basis. The hut also provides
protection against the elements, such as rain, dust, and sandstorms. The hut
withstands any wind of less than hurricane force, but a hurricane (75+ mph wind
speed) or greater force destroys it.
The interior
of the hut is a hemisphere. You can illuminate it dimly upon command or
extinguish the light as desired. Although the force field is opaque from the outside,
it is transparent from within. Missiles, weapons, and most spell effects can
pass through the hut without affecting it, although
the occupants cannot be seen from outside the hut (they have total
concealment).
Material
Component: A small
crystal bead that shatters when the spell duration expires or the hut is
dispelled.
Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: No
This spell
grants the creature touched the ability to speak and understand the language of
any intelligent creature, whether it is a racial tongue or a regional dialect.
The subject can speak only one language at a time, although it may be able to
understand several languages. Tongues does not
enable the subject to speak with creatures who don’t speak. The subject can
make itself understood as far as its voice carries. This spell does not
predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency
spell.
Arcane
Material Component: A
small clay model of a ziggurat, which shatters when the verbal component is
pronounced.
Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You channel
negative energy through your touch, fatiguing the target. You must succeed on a
touch attack to strike a target.
The subject
is immediately fatigued for the spell’s duration.
This spell
has no effect on a creature that is already fatigued. Unlike with normal
fatigue, the effect ends as soon as the spell’s duration expires.
Material
Component: A drop of
sweat.
Touch of Idiocy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving
Throw: No
Spell Resistance: Yes
With a
touch, you reduce the target’s mental faculties. Your successful melee touch
attack applies a 1d6 penalty to the target’s
Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of
these scores below 1.
This spell’s
effect may make it impossible for the target to cast some or all of its spells,
if the requisite ability score drops below the minimum required to cast spells of that level.
Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level
You become a
virtual fighting machine— stronger, tougher, faster, and more skilled in
combat. Your mind-set changes so that you relish combat and you can’t cast
spells, even from magic items.
You gain a
+4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural
armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency
with all simple and martial weapons. Your base attack bonus equals your
character level (which may give you multiple attacks).
You lose
your spellcasting ability, including your ability to use spell activation or
spell completion magic items, just as if the spells were no longer on your
class list.
Material
Component: A potion
of bull’s strength, which you drink (and whose effects are subsumed by the
spell effects).
Transmute Metal to Wood
Transmutation
Level: Drd 7
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: All metal objects within a 40-ft.-radius
burst
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: Yes
(object; see text)
This spell
enables you to change all metal objects within its area to wood. Weapons,
armor, and other metal objects carried by creatures are affected as well. A
magic object made of metal effectively has spell resistance equal to 20 + its
caster level against this spell. Artifacts cannot be transmuted. Weapons
converted from metal to wood take a –2 penalty on attack and damage rolls. The
armor bonus of any armor converted from metal to wood is reduced by 2. Weapons
changed by this spell splinter and break on any natural attack roll of 1 or 2,
and armor changed by this spell loses an additional point of armor bonus every
time it is struck with a natural attack roll of 19 or 20.
Only limited
wish, miracle, wish, or similar magic can restore a transmuted object to
its metallic state.
Transmute Mud to Rock
Transmutation
[Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving
Throw: See text
Spell
Resistance: No
This spell
transforms normal mud or quicksand of any depth into soft stone (sandstone or a
similar mineral) permanently.
Any creature
in the mud is allowed a Reflex save to escape before the area is hardened to
stone.
Transmute
mud to rock counters
and dispels transmute rock to mud.
Arcane
Material Component: Sand,
lime, and water.
Transmute Rock to Mud
Transmutation
[Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving
Throw: See text
Spell
Resistance: No
This spell turns
natural, uncut or unworked rock of any sort into an equal volume of mud.
Magical stone is not affected by the spell. The depth of the mud created cannot
exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself
from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and
causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud can
support creatures able to climb on top of it. Creatures large enough to walk on
the bottom can wade through the area at a speed of 5 feet.
If transmute
rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls
to the floor and spreads out in a pool at a depth of 5 feet. The falling mud
and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught
directly beneath the area, or half damage to those who
succeed on Reflex saves.
Castles and
large stone buildings are generally immune to the effect of the spell, since transmute
rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine
such buildings’ foundations. However, small buildings or structures often rest
upon foundations shallow enough to be damaged or even partially toppled by this
spell.
The mud
remains until a successful dispel magic or
transmute mud to rock spell restores its substance—but not necessarily
its form. Evaporation turns the mud to normal dirt over a period of days. The
exact time depends on exposure to the sun, wind, and normal drainage.
Arcane
Material Component: Clay
and water.
Transport via Plants
Conjuration
(Teleportation)
Level: Drd 6
Components: V, S
Casting
Time: 1 standard
action
Range: Unlimited
Target: You and touched objects or other
touched willing creatures
Duration: 1 round
Saving
Throw: None
Spell
Resistance: No
You can
enter any normal plant (Medium or larger) and pass any distance to a plant of
the same kind in a single round, regardless of the distance separating the two.
The entry plant must be alive. The destination plant need not be familiar to
you, but it also must be alive. If you are uncertain of the location of a
particular kind of destination plant, you need merely designate direction and
distance and the transport via plants spell moves you as close as
possible to the desired location. If a particular destination plant is desired but
the plant is not living, the spell fails and you are ejected from the entry
plant.
You can
bring along objects as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent per three caster
levels. Use the following equivalents to determine the maximum number of larger
creatures you can bring along: A Large creature counts as two Medium creatures,
a Huge creature counts as two Large creatures, and so
forth. All creatures to be transported must be in contact with one another, and
at least one of those creatures must be in contact with you.
You can’t
use this spell to travel through plant creatures.
The
destruction of an occupied plant slays you and any creatures you have brought
along, and ejects the bodies and all carried objects from the tree.
Trap the Soul
Conjuration
(Summoning)
Level: Sor/Wiz 8
Components: V, S, M, (F); see text
Casting
Time: 1 standard action
or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent; see text
Saving
Throw: See text
Spell
Resistance: Yes; see
text
Trap the
soul forces a
creature’s life force (and its material body) into a gem. The gem holds the
trapped entity indefinitely or until the gem is broken and the life force is
released, which allows the material body to reform. If the trapped creature is
a powerful creature from another plane it can be required to perform a service
immediately upon being freed. Otherwise, the creature can go free once the gem
imprisoning it is broken.
Depending on
the version selected, the spell can be triggered in one of two ways.
Spell
Completion: First,
the spell can be completed by speaking its final word as a standard action as
if you were casting a regular spell at the subject. This allows spell
resistance (if any) and a Will save to avoid the effect. If the creature’s name
is spoken as well, any spell resistance is ignored and the save DC increases by
2. If the save or spell resistance is successful, the gem shatters.
Trigger
Object: The second
method is far more insidious, for it tricks the subject into accepting a
trigger object inscribed with the final spell word, automatically placing the
creature’s soul in the trap. To use this method, both the creature’s name and
the trigger word must be inscribed on the trigger object when the gem is
enspelled. A sympathy spell can also be placed on the trigger object. As
soon as the subject picks up or accepts the trigger object, its life force is
automatically transferred to the gem without the benefit of spell resistance or
a save.
Material
Component: Before
the actual casting of trap the soul, you must procure a gem of at least
1,000 gp value for every Hit Die possessed by the
creature to be trapped. If the gem is not valuable enough, it shatters when the
entrapment 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.)
Focus
(Trigger Object Only): If
the trigger object method is used, a special trigger object, prepared as
described above, is needed.
Tree Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
By means of
this spell, you are able to assume the form of a Large
living tree or shrub or a Large dead tree trunk with a small number of limbs.
The closest inspection cannot reveal that the tree in question is actually a
magically concealed creature. To all normal tests you are, in fact, a tree or
shrub, although a detect magic spell
reveals a faint transmutation on the tree. While in tree form, you can observe
all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain
unaffected. You gain a +10 natural armor bonus to AC but have an effective
Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits
while in tree form. All clothing and gear carried or worn changes with you.
You can
dismiss tree shape as a free action (instead of as a standard action).
Tree Stride
Conjuration
(Teleportation)
Level: Drd 5, Rgr 4
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level or until expended; see
text
You gain the
ability to enter trees and move from inside one tree to inside another tree.
The first tree you enter and all others you enter must be of the same kind,
must be living, and must have girth at least equal to yours. By moving into an
oak tree (for example), you instantly know the location of all other oak trees
within transport range (see below) and may choose whether you want to pass into
one or simply step back out of the tree you moved into. You may choose to pass
to any tree of the appropriate kind within the transport range as shown on the
following table.
Type of Tree |
|
Oak, ash,
yew |
3,000 feet |
Elm, linden |
2,000 feet |
Other
deciduous |
1,500 feet |
Any
coniferous |
1,000 feet |
All other
trees |
500 feet |
You may move
into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell
lasts until the duration expires or you exit a tree. Each transport is a
full-round action.
You can, at
your option, remain within a tree without transporting yourself, but you are
forced out when the spell ends. If the tree in which you are concealed is chopped
down or burned, you are slain if you do not exit before the process is
complete.
True Resurrection
Conjuration
(Healing)
Level: Clr 9
Casting
Time: 10 minutes
This spell
functions like raise dead, except that you can resurrect a creature that
has been dead for as long as 10 years per caster level. This spell can even
bring back creatures whose bodies have been destroyed, provided that you
unambiguously identify the deceased in some fashion (reciting the deceased’s
time and place of birth or death is the most common method).
Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of level (or Constitution points) or
prepared spells.
You can
revive someone killed by a death effect or someone who has been turned into an
undead creature and then destroyed. This spell can also resurrect elementals or
outsiders, but it can’t resurrect constructs or undead creatures.
Even true
resurrection can’t restore to life a creature who
has died of old age.
Material
Component: A
sprinkle of holy water and diamonds worth a total of at least 25,000 gp.
True Seeing
Divination
Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
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)
You confer
on the subject the ability to see all things as they actually are. The subject
sees through normal and magical darkness, notices secret doors hidden by magic,
sees the exact locations of creatures or objects under blur or displacement
effects, sees invisible creatures or objects normally, sees through
illusions, and sees the true form of polymorphed, changed, or transmuted
things. Further, the subject can focus its vision to see into the Ethereal
Plane (but not into extradimensional spaces). The range of true seeing conferred
is 120 feet.
True
seeing, however,
does not penetrate solid objects. It in no way confers X-ray vision or its
equivalent. It does not negate concealment, including that caused by fog and
the like. True seeing does not help the viewer see through mundane
disguises, spot creatures who are simply hiding, or
notice secret doors hidden by mundane means. In addition, the spell effects
cannot be further enhanced with known magic, so one cannot use true seeing through
a crystal ball or in conjunction with clairaudience/clairvoyance.
Material
Component: An
ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron,
and fat.
True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting
Time: 1 standard
action
Range: Personal
Target: You
Duration: See text
You gain
temporary, intuitive insight into the immediate future during your next attack.
Your next single attack roll (if it is made before the end of the next round)
gains a +20 insight bonus. Additionally, you are not affected by the miss
chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery
target.
Truth
Enchantment (Compulsion) [Language Dependent,
Mind Affecting]
Level: Truth 9
Component: V, DF
Range: Close (25 ft+5ft./2 levels)
Target: One living Creature
Duration: One Day
Saving Throw: None
Spell Resistance: Yes
The target must truthfully answer all questions asked by the caster. They also
cannot attempt to create noise or impair their own hearing to prevent hearing
the caster, however they are restricted in no other
way.
Necromancy
Level: Clr 6, Sor/Wiz 6
Components: V, S, M/DF
Area: Several undead creatures within a
40-ft.-radius burst
Saving
Throw: Will negates
This spell
functions like circle of death, except that it destroys undead creatures
as noted above.
Material
Component: The
powder of a crushed diamond worth at least 500 gp.
Undetectable Alignment
Abjuration
Level: Brd 1, Clr 2, Pal 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
An undetectable
alignment spell conceals the alignment of an object or a creature from all
forms of divination.
Unhallow
Evocation
[Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting
Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the
touched point
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: See text
Unhallow makes a particular site, building, or
structure an unholy site. This has three major effects.
First, the
site or structure is guarded by a magic circle against good effect.
Second, all
turning checks made to turn undead take a –4 penalty, and turning checks to
rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this
effect. (This provision does not apply to the druid version of the spell.)
Finally, you
may choose to fix a single spell effect to the unhallowed site. The
spell effect lasts for one year and functions throughout the entire site,
regardless of its normal duration and area or effect. You may designate whether
the effect applies to all creatures, creatures that share your faith or
alignment, or creatures that adhere to another faith or alignment. At the end
of the year, the chosen effect lapses, but it can be renewed or replaced simply
by casting unhallow again.
Spell
effects that may be tied to an unhallowed site include aid, bane,
bless, cause fear, darkness, daylight, death ward, deeper darkness, detect
magic, detect good, dimensional anchor, discern lies, dispel magic, endure
elements, freedom of movement, invisibility purge, protection from energy,
remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws
and spell resistance might apply to these spells’ effects. (See the individual
spell descriptions for details.)
An area can
receive only one unhallow spell (and its
associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Material
Component: Herbs,
oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell
to be tied to the unhallowed area.
Unholy Aura
Abjuration
[Evil]
Level: Clr 8, Evil 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 malevolent
darkness surrounds the subjects, protecting them from attacks, granting them resistance
to spells cast by good creatures, and weakening good 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 the effect of protection from good, this benefit applies
against all attacks, not just against attacks by good creatures.
Second, a
warded creature gains spell resistance 25 against good spells and spells cast
by good creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
good does.
Finally, if
a good creature succeeds on a melee attack against a warded creature, the
offending attacker takes 1d6 points of temporary Strength damage (Fortitude
negates).
Focus: A tiny reliquary containing some
sacred relic, such as a piece of parchment from an unholy text. The reliquary
costs at least 500 gp.
Unholy Blight
Evocation
[Evil]
Level: Evil 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see text
Saving
Throw: Will partial
Spell
Resistance: Yes
You call up
unholy power to smite your enemies. The power takes the form of a cold, cloying
miasma of greasy darkness.
Only good
and neutral (not evil) creatures are harmed by the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to a good
creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes
it to be sickened for 1d4 rounds. A successful Will save reduces damage to half
and negates the sickened effect. The effects cannot be negated by remove
disease or heal, but remove curse is effective.
The spell
deals only half damage to creatures who are neither
evil nor good, and they are not sickened. Such a creature can reduce the damage
in half again (down to one-quarter) with a successful Will save.
Unseen Servant
Conjuration
(Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless
servant
Duration: 1 hour/level
Saving
Throw: None
Spell
Resistance: No
An unseen
servant is an invisible, mindless, shapeless force that performs simple tasks
at your command. It can run and fetch things, open unstuck doors, and hold
chairs, as well as clean and mend. The servant can perform only one activity at
a time, but it repeats the same activity over and over again if told to do so
as long as you remain within range. It can open only normal doors, drawers,
lids, and the like. It has an effective Strength score of 2 (so it can lift 20
pounds or drag 100 pounds). It can trigger traps and such, but it can exert
only 20 pounds of force, which is not enough to activate certain pressure
plates and other devices. It can’t perform any task that requires a skill check
with a DC higher than 10 or that requires a check using a skill that can’t be
used untrained. Its speed is 15 feet.
The servant
cannot attack in any way; it is never allowed an attack roll. It cannot be
killed, but it dissipates if it takes 6 points of damage from area attacks. (It
gets no saves against attacks.) If you attempt to send it beyond the spell’s
range (measured from your current position), the servant ceases to exist.
Material
Component: A piece
of string and a bit of wood.
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving
Throw: None
Spell
Resistance: Yes
You must
succeed on a melee touch attack. Your touch deals 1d6 points of damage per two
caster levels (maximum 10d6). You gain temporary hit points equal to the damage
you deal. However, you can’t gain more than the subject’s current hit points
+10, which is enough to kill the subject. The temporary hit points disappear 1
hour later.
Veil
Illusion
(Glamer)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
Duration: Concentration + 1 hour/level (D)
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes; see
text
You instantly
change the appearance of the subjects and then maintain that appearance for the
spell’s duration. You can make the subjects appear to be anything you wish. The
subjects look, feel, and smell just like the creatures the spell makes them
resemble. Affected creatures resume their normal appearances if slain. You must
succeed on a Disguise check to duplicate the appearance of a specific
individual. This spell gives you a +10 bonus on the check.
Unwilling
targets can negate the spell’s effect on them by making Will saves or with
spell resistance. Those who interact with the subjects can attempt Will
disbelief saves to see through the glamer, but spell resistance doesn’t help.
Ventriloquism
Illusion
(Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 min./level
(D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
You can make
your voice (or any sound that you can normally make vocally) seem to issue from
someplace else. You can speak in any language you know. With respect to such
voices and sounds, anyone who hears the sound and rolls a successful save
recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small
cone.
Virtue
Transmutation
Level: Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min.
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The subject
gains 1 temporary hit point.
Vision
Divination
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting
Time: 1 standard
action
This spell
functions like legend lore, except that it works more quickly but produces
some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or
if you are in the place in question, you receive a vision about it by
succeeding on a caster level check (1d20 +1 per caster level; maximum +25)
against DC 20. If only detailed information on the person, place, or object is
known, the DC is 25, and the information gained is incomplete. If only rumors
are known, the DC is 30, and the information gained is vague.
XP Cost: 100 XP.
Necromancy
[Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a
40-ft.-radius spread
Duration: Instantaneous
Saving
Throw: Fortitude
negates
Spell
Resistance: Yes
You emit a
terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are
affected first.
Wall of Fire
Evocation
[Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft.
long/level or a ring of fire with a radius of up to 5 ft. per two levels;
either form 20 ft. high
Duration: Concentration + 1 round/level
Saving
Throw: None
Spell
Resistance: Yes
An immobile,
blazing curtain of shimmering violet fire springs into existence. One side of
the wall, selected by you, sends forth waves of heat, dealing 2d4 points of
fire damage to creatures within 10 feet and 1d4 points of fire damage to those
past 10 feet but within 20 feet. The wall deals this damage when it appears and
on your turn each round to all creatures in the area. In addition, the wall
deals 2d6 points of fire damage +1 point of fire damage per caster level
(maximum +20) to any creature passing through it. The wall deals double damage
to undead creatures.
If you evoke
the wall so that it appears where creatures are, each creature takes damage as
if passing through the wall. If any 5-foot length of wall takes 20 points of
cold damage or more in 1 round, that length goes out. (Do not divide cold
damage by 4, as normal for objects.)
Wall of
fire can be made
permanent with a permanency spell. A permanent wall of fire that
is extinguished by cold damage becomes inactive for 10 minutes, then reforms at
normal strength.
Arcane
Material Component: A
small piece of phosphorus.
Wall of Force
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft.
square/level
Duration: 1 round /level (D)
Saving
Throw: None
Spell
Resistance: No
A wall of
force spell creates an invisible wall of force. The wall cannot move, it is
immune to damage of all kinds, and it is unaffected by most spells, including dispel
magic. However, disintegrate immediately destroys it, as does a rod
of cancellation, a sphere of annihilation, or a mage’s
disjunction spell. Breath weapons and spells cannot pass through the wall
in either direction, although dimension door, teleport, and similar
effects can bypass the barrier. It blocks ethereal creatures as well as
material ones (though ethereal creatures can usually get around the wall by
floating under or over it through material floors and ceilings). Gaze attacks
can operate through a wall of force.
The caster can form the
wall into a flat, vertical plane whose area is up to one 10- foot square per
level. The wall must be continuous and unbroken when formed. If its surface is
broken by any object or creature, the spell fails.
Wall of
force can be made
permanent with a permanency spell.
Material
Component: A pinch
of powder made from a clear gem.
Wall of Ice
Evocation
[Cold]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of ice, up to one
10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration: 1 min./level
Saving
Throw: Reflex negates;
see text
Spell
Resistance: Yes
This spell
creates an anchored plane of ice or a hemisphere of ice, depending on the
version selected. A wall of ice cannot form in an area occupied by
physical objects or creatures. Its surface must be smooth and unbroken when
created. Any creature adjacent to the wall when it is created may attempt a
Reflex save to disrupt the wall as it is being formed. A successful save
indicates that the spell automatically fails. Fire can melt a wall of ice, and
it deals full damage to the wall (instead of the normal half damage taken by
objects). Suddenly melting a wall of ice creates a great cloud of steamy
fog that lasts for 10 minutes.
Ice
Plane: A sheet of
strong, hard ice appears. The wall is 1 inch thick per caster level. It covers
up to a 10-foot-square area per caster level (so a 10th-level wizard can create
a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet
high, or some other combination of length and height that does not exceed 1,000
square feet). The plane can be oriented in any fashion as long as it is
anchored. A vertical wall need only be anchored on the floor, while a
horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot
square of wall has 3 hit points per inch of thickness. Creatures can hit the
wall automatically. A section of wall whose hit points drop to 0 is breached.
If a creature tries to break through the wall with a single attack, the DC for
the Strength check is 15 + caster level.
Even when
the ice has been broken through, a sheet of frigid air remains. Any creature
stepping through it (including the one who broke through the wall) takes 1d6
points of cold damage +1 point per caster level (no save).
Hemisphere:
The wall takes the
form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level.
The hemisphere is as hard to break through as the ice plane form,
but it does not deal damage to those who go through a breach.
Material
Component: A small
piece of quartz or similar rock crystal.
Wall of Iron
Conjuration
(Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one
5-ft. square/level; see text
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: No
You cause a
flat, vertical iron wall to spring into being. The wall inserts itself into any
surrounding nonliving material if its area is sufficient to do so. The wall
cannot be conjured so that it occupies the same space as a creature or another
object. It must always be a flat plane, though you can shape its edges to fit
the available space.
A wall of
iron is 1 inch thick per four caster levels. You can double the wall’s area
by halving its thickness. Each 5- foot square of the wall has 30 hit points per
inch of thickness and hardness 10. A section of wall whose hit points drop to 0
is breached. If a creature tries to break through the wall with a single
attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire,
the wall can be created vertically resting on a flat surface but not attached
to the surface, so that it can be tipped over to fall on and crush creatures
beneath it. The wall is 50% likely to tip in either direction if left unpushed.
Creatures can push the wall in one direction rather than letting it fall
randomly. A creature must make a DC 40 Strength check to push the wall over.
Creatures with room to flee the falling wall may do so by making successful
Reflex saves. Any Large or smaller creature that fails takes 10d6 points of
damage. The wall cannot crush Huge and larger creatures.
Like any
iron wall, this wall is subject to rust, perforation, and other natural
phenomena.
Material
Component: A small
piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).
Wall of Stone
Conjuration
(Creation) [Earth]
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft.
square/level (S)
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: No
This spell
creates a wall of rock that merges into adjoining rock surfaces. A wall of
stone is 1 inch thick per four caster levels and composed of up to one
5-foot square per level. You can double the wall’s area by halving its
thickness. The wall cannot be conjured so that it occupies the same space as a
creature or another object.
Unlike a wall
of iron, you can create a wall of stone in almost any shape you
desire. The wall created need not be vertical, nor rest upon any firm
foundation; however, it must merge with and be solidly supported by existing
stone. It can be used to bridge a chasm, for instance, or as a ramp. For this
use, if the span is more than 20 feet, the wall must be arched and buttressed.
This requirement reduces the spell’s area by half. The wall can be crudely
shaped to allow crenellations, battlements, and so forth by likewise reducing
the area.
Like any
other stone wall, this one can be destroyed by a disintegrate spell or
by normal means such as breaking and chipping. Each 5-foot square of the wall
has 15 hit points per inch of thickness and hardness 8. A section of wall whose
hit points drop to 0 is breached. If a creature tries to break through the wall
with a single attack, the DC for the Strength check is 20 + 2 per inch of
thickness.
It is
possible, but difficult, to trap mobile opponents within or under a wall of
stone, provided the wall is shaped so it can hold the creatures. Creatures
can avoid entrapment with successful Reflex saves.
Arcane
Material Component: A
small block of granite.
Wall of Thorns
Conjuration
(Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one
10-ft. cube/level (S)
Duration: 10 min./level
(D)
Saving
Throw: None
Spell
Resistance: No
A wall of
thorns spell creates a barrier of very tough, pliable, tangled brush
bearing needle-sharp thorns as long as a human’s finger. Any creature forced
into or attempting to move through a wall of thorns takes slashing
damage per round of movement equal to 25 minus the creature’s AC. Dexterity and
dodge bonuses to AC do not count for this calculation. (Creatures with an Armor
Class of 25 or higher, without considering Dexterity and dodge bonuses, take no
damage from contact with the wall.)
You can make
the wall as thin as 5 feet thick, which allows you to shape the wall as a
number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has
no effect on the damage dealt by the thorns, but any creature attempting to
break through takes that much less time to force its way through the barrier.
Creatures
can force their way slowly through the wall by making a Strength check as a
full-round action. For every 5 points by which the check exceeds 20, a creature
moves 5 feet (up to a maximum distance equal to its normal land speed). Of
course, moving or attempting to move through the thorns incurs damage as
described above. A creature trapped in the thorns can choose to remain
motionless in order to avoid taking any more damage.
Any creature
within the area of the spell when it is cast takes damage as if it had moved
into the wall and is caught inside. In order to escape, it must attempt to push
its way free, or it can wait until the spell ends. Creatures with the ability
to pass through overgrown areas unhindered can pass through a wall of thorns
at normal speed without taking damage.
A wall of
thorns can be breached by slow work with edged weapons. Chopping away at
the wall creates a safe passage 1 foot deep for every 10 minutes of work.
Normal fire cannot harm the barrier, but magical fire burns it away in 10
minutes.
Despite its
appearance, a wall of thorns is not actually a living plant, and thus is
unaffected by spells that affect plants.
Warp Wood
Transmutation
Level: Drd 2
Components: V, S
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Small wooden object/level, all
within a 20-ft. radius
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You cause
wood to bend and warp, permanently destroying its straightness, form, and
strength. A warped door springs open (or becomes stuck, requiring a Strength
check to open, at your option). A boat or ship springs a leak. Warped ranged
weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls.
You may warp
one Small or smaller object or its equivalent per caster level. A Medium object
counts as two Small objects, a Large object as four, a
Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as
thirty-two.
Alternatively,
you can unwarp wood (effectively warping it back to normal) with this spell,
straightening wood that has been warped by this spell or by other means. Make
whole, on the other hand, does no good in repairing a warped item.
You can
combine multiple consecutive warp wood spells to warp (or unwarp) an
object that is too large for you to warp with a single spell.
Until the
object is completely warped, it suffers no ill effects.
Water Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The
transmuted creatures can breathe water freely. Divide the duration evenly among
all the creatures you touch.
The spell
does not make creatures unable to breathe air.
Arcane
Material Component: A
short reed or piece of straw.
Water Walk
Transmutation
[Water]
Level: Clr 3, Rgr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level
(D)
Saving Throw:
Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
The
transmuted creatures can tread on any liquid as if it were firm ground. Mud,
oil, snow, quicksand, running water, ice, and even lava can be traversed
easily, since the subjects’ feet hover an inch or two
above the surface. (Creatures crossing molten lava still take damage from the
heat because they are near it.) The subjects can walk, run, charge, or
otherwise move across the surface as if it were normal ground.
If the spell
is cast underwater (or while the subjects are partially or wholly submerged in
whatever liquid they are in), the subjects are borne toward the surface at 60
feet per round until they can stand on it.
Waves of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: No
Spell
Resistance: Yes
Waves of
negative energy cause all living creatures in the spell’s area to become
exhausted. This spell has no effect on a creature that is already exhausted.
Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: No
Spell
Resistance: Yes
Waves of negative
energy render all living creatures in the spell’s area fatigued. This spell has
no effect on a creature that is already fatigued.
Wealth
Conjuration (Creation)
Level: Prosperity 5
Components: V, S, XP
Casting Time:
Duration: Permanent
Saving Throw: None
Spell Resistance: No
100 ducats or other coins of pure gold appear in your hand.
XP Cost: 200 XP
Web
Conjuration
(Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level
(D)
Saving
Throw: Reflex
negates; see text
Spell
Resistance: No
Web creates a many-layered mass of
strong, sticky strands. These strands trap those caught in them. The strands
are similar to spider webs but far larger and tougher. These masses must be
anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught
within a web become entangled among the gluey fibers. Attacking a
creature in a web won’t cause you to become entangled.
Anyone in
the effect’s area when the spell is cast must make a Reflex save. If this save
succeeds, the creature is entangled, but not prevented from moving, though
moving is more difficult than normal for being entangled (see below). If the
save fails, the creature is entangled and can’t move from its space, but can
break loose by spending 1 round and making a DC 20 Strength check or a DC 25
Escape Artist check. Once loose (either by making the initial Reflex save or a
later Strength check or Escape Artist check), a creature remains entangled, but
may move through the web very slowly. Each round devoted to moving
allows the creature to make a new Strength check or Escape Artist check. The
creature moves 5 feet for each full 5 points by which the check result exceeds
10.
If you have
at least 5 feet of web between you and an opponent, it provides cover. If you
have at least 20 feet of web between you, it provides total cover.
The strands
of a web spell are flammable. A magic flaming sword can slash
them away as easily as a hand brushes away cobwebs. Any fire can set the webs
alight and burn away 5 square feet in 1 round. All creatures within flaming
webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency
spell. A permanent web that is damaged (but not destroyed) regrows
in 10 minutes.
Material
Component: A bit of
spider web.
Weird
Illusion
(Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 9
Targets: Any number of creatures, no two of
which can be more than 30 ft. apart
This spell
functions like phantasmal killer, except it can affect more than one
creature. Only the affected creatures see the phantasmal creatures attacking
them, though you see the attackers as shadowy shapes.
If a
subject’s Fortitude save succeeds, it still takes 3d6 points of damage and is
stunned for 1 round. The subject also takes 1d4 points of temporary Strength
damage.
Whirlwind
Evocation
[Air]
Level: Air 8, Drd 8
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone 10 ft. wide at base, 30 ft.
wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving
Throw: Reflex
negates; see text
Spell
Resistance: Yes
This spell
creates a powerful cyclone of raging wind that moves through the air, along the
ground, or over water at a speed of 60 feet per round. You can concentrate on
controlling the cyclone’s every movement or specify a simple program. Directing
the cyclone’s movement or changing its programmed movement is a standard action
for you. The cyclone always moves during your turn. If the cyclone exceeds the
spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and
then dissipates. (You can’t regain control of the cyclone, even if comes back
within range.)
Any Large or
smaller creature that comes in contact with the spell effect must succeed on a
Reflex save or take 3d6 points of damage. A Medium or smaller creature that
fails its first save must succeed on a second one or be picked up bodily by the
cyclone and held suspended in its powerful winds, taking 1d8 points of damage
each round on your turn with no save allowed. You may direct the cyclone to
eject any carried creatures whenever you wish, depositing the hapless souls
wherever the cyclone happens to be when they are released.
Whispering Wind
Transmutation
[Air]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1 standard
action
Range: 1 mile/level
Area: 10-ft.-radius spread
Duration: No more than 1 hour/level or until
discharged (destination is reached)
Saving
Throw: None
Spell
Resistance: No
You send a
message or sound on the wind to a designated spot. The whispering wind travels
to a specific location within range that is familiar to you, provided that it
can find a way to the location. A whispering wind is as gentle and
unnoticed as a zephyr until it reaches the location. It then delivers its
whisper-quiet message or other sound. Note that the message is delivered
regardless of whether anyone is present to hear it. The wind then dissipates.
You can
prepare the spell to bear a message of no more than twenty-five words, cause
the spell to deliver other sounds for 1 round, or merely have the whispering
wind seem to be a faint stirring of the air. You can likewise cause the whispering
wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10
minutes.
When the
spell reaches its objective, it swirls and remains in place until the message
is delivered. As with magic mouth, whispering wind cannot speak verbal
components, use command words, or activate magical effects.
Wind Walk
Transmutation
[Air]
Level: Clr 6, Drd 7
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: You and one touched creature per
three levels
Duration: 1 hour/level (D); see text
Saving
Throw: No and Will
negates (harmless)
Spell
Resistance: No and
Yes (harmless)
You alter
the substance of your body to a cloudlike vapor (as the gaseous form spell)
and move through the air, possibly at great speed. You can take other creatures
with you, each of which acts independently.
Normally, a wind
walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along
at up to 600 feet per round (60 mph) with poor maneuverability. Wind
walkers are not invisible but rather appear misty and translucent. If fully
clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors,
or the like.
A wind
walker can regain its physical form as desired and later resume the cloud
form. Each change to and from vaporous form takes 5 rounds, which counts toward
the duration of the spell (as does any time spent in physical form). As noted
above, you can dismiss the spell, and you can even dismiss it for individual
wind walkers and not others.
For the last
minute of the spell’s duration, a wind walker in cloud form
automatically descends 60 feet per round (for a total of 600 feet), though it
may descend faster if it wishes. This descent serves as a warning that the
spell is about to end.
Wind Wall
Evocation
[Air]
Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz
3
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level
long and 5 ft./level high (S)
Duration: 1 round/level
Saving
Throw: None; see
text
Spell
Resistance: Yes
An invisible
vertical curtain of wind appears. It is 2 feet thick and of considerable
strength. It is a roaring blast sufficient to blow away any bird smaller than
an eagle, or tear papers and similar materials from unsuspecting hands. (A
Reflex save allows a creature to maintain its grasp on an object.) Tiny and
Small flying creatures cannot pass through the barrier. Loose materials and
cloth garments fly upward when caught in a wind wall. Arrows and bolts
are deflected upward and miss, while any other normal ranged weapon passing
through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine
projectile, and other massive ranged weapons are not affected.) Gases, most
gaseous breath weapons, and creatures in gaseous form cannot pass through the
wall (although it is no barrier to incorporeal creatures).
While the
wall must be vertical, you can shape it in any continuous path along the ground
that you like. It is possible to create cylindrical or square wind walls to
enclose specific points.
Arcane
Material Component: A
tiny fan and a feather of exotic origin.
Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting
Time: 1 standard
action
Range: See text
Target,
Effect, or Area: See
text
Duration: See text
Saving
Throw: See text
Spell
Resistance: Yes
Wish is the mightiest spell a wizard or
sorcerer can cast. By simply speaking aloud, you can alter reality to better
suit you.
Even wish,
however, has its limits.
A wish can
produce any one of the following effects.
• Duplicate any wizard or sorcerer
spell of 8th level or lower, provided the spell is not of a school prohibited
to you.
• Duplicate any other spell of 6th
level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any wizard or sorcerer
spell of 7th level or lower even if it’s of a prohibited school.
• Duplicate any other spell of 5th
level or lower even if it’s of a prohibited school.
• Undo the harmful effects of many
other spells, such as geas/quest or insanity.
• Create a nonmagical item of up to
25,000 gp in value.
• Create a magic item, or add to the
powers of an existing magic item.
• Grant a creature a +1 inherent bonus
to an ability score. Two to five wish spells cast in immediate
succession can grant a creature a
• Remove injuries and afflictions. A
single wish can aid one creature per caster level, and all subjects are
cured of the same kind of affliction. For example, you could heal all the
damage you and your companions have taken, or remove all poison effects from
everyone in the party, but not do both with the same wish. A wish can
never restore the experience point loss from casting a spell or the level or
Constitution loss from being raised from the dead.
• Revive the dead. A wish can
bring a dead creature back to life by duplicating a resurrection spell.
A wish can revive a dead creature whose body has been destroyed, but the
task takes two wishes, one to recreate the body and another to infuse
the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience
level.
• Transport travelers. A wish can
lift one creature per caster level from anywhere on any plane and place those
creatures anywhere else on any plane regardless of local conditions. An
unwilling target gets a Will save to negate the effect, and spell resistance
(if any) applies.
• Undo misfortune. A wish can
undo a single recent event. The wish forces a reroll of any roll made
within the last round (including your last turn). Reality reshapes itself to
accommodate the new result. For example, a wish could undo an opponent’s
successful save, a foe’s successful critical hit (either the attack roll or the
critical roll), a friend’s failed save, and so on. The
reroll, however, may be as bad as or worse than the original roll. An unwilling
target gets a Will save to negate the effect, and spell resistance (if any)
applies.
You may try
to use a wish to produce greater effects than these, but doing so is
dangerous. (The wish may pervert your intent into a literal but undesirable
fulfillment or only a partial fulfillment.)
Duplicated
spells allow saves and spell resistance as normal (but save DCs are for
9th-level spells).
Material
Component: When a wish
duplicates a spell with a material component that costs more than 10,000
gp, you must provide that component.
XP Cost: The minimum XP cost for casting wish
is 5,000 XP. When a wish duplicates a spell that has an XP cost, you
must pay 5,000 XP or that cost, whichever is more. When a wish creates
or improves a magic item, you must pay twice the normal XP cost for crafting or
improving the item, plus an additional 5,000 XP.
Wood Shape
Transmutation
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard action
Range: Touch
Target: One touched piece of wood no larger
than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Wood
shape enables you to form one existing piece of wood into any shape that
suits your purpose. While it is possible to make crude coffers, doors, and so
forth, fine detail isn’t possible. There is a 30% chance that any shape that
includes moving parts simply doesn’t work.
Word of Chaos
Evocation
[Chaotic, Sonic]
Level: Chaos 7, Clr 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any
nonchaotic creature within the area who hears the word of chaos suffers
the following ill effects.
The effects
are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The creature is
deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Confused:
The creature is confused,
as by the confusion spell, for 1d10 minutes. This is a
mind-affecting enchantment effect.
Killed: Living creatures die. Undead
creatures are destroyed.
HD |
Effect |
Equal to
caster level |
Deafened |
Up to
caster level –1 |
Stunned,
deafened |
Up to
caster level –5 |
Confused, stunned, deafened |
Up to
caster level –10 |
Killed, confused,
stunned, deafened |
Furthermore,
if you are on your home plane when you cast this spell, nonchaotic extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the word of chaos. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by word of chaos.
Word of Recall
Conjuration
(Teleportation)
Level: Clr 6, Drd 8
Components: V
Casting
Time: 1 standard
action
Range: Unlimited
Target: You and touched objects or other
willing creatures
Duration: Instantaneous
Saving
Throw: None or Will
negates (harmless, object)
Spell
Resistance: No or
Yes (harmless, object)
Word of
recall teleports you
instantly back to your sanctuary when the word is uttered. You must designate
the sanctuary when you prepare the spell, and it must be a very familiar place.
The actual point of arrival is a designated area no larger than 10 feet by 10
feet. You can be transported any distance within a plane but cannot travel
between planes. You can transport, in addition to yourself, any objects you
carry, as long as their weight doesn’t exceed your maximum load. You may also
bring one additional willing Medium or smaller creature (carrying gear or
objects up to its maximum load) or its equivalent per three caster levels. A
Large creature counts as two Medium creatures, a Huge
creature counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those
creatures must be in contact with you. Exceeding this limit causes the spell to
fail.
An unwilling
creature can’t be teleported by word of recall. Likewise, a creature’s
Will save (or spell resistance) prevents items in its possession from being
teleported. Unattended, nonmagical objects receive no saving throw.
Illusion
(Glamer)
Level: Brd 4
Components: V, S
Casting
Time: 1 round
Range: Personal
Area: 5-ft.-radius emanation centered on
you
Duration: 1 hour/level (D)
By casting zone
of silence, you manipulate sound waves in your immediate vicinity so that
you and those within the spell’s area can converse normally, yet no one outside
can hear your voices or any other noises from within, including
language-dependent or sonic spell effects. This effect is centered on you and
moves with you. Anyone who enters the zone immediately becomes subject to its
effects, but those who leave are no longer affected. Note, however, that a
successful Spot check to read lips can still reveal what’s said inside a zone
of silence.
Zone of Truth
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving
Throw: Will negates
Spell
Resistance: Yes
Creatures
within the emanation area (or those who enter it) can’t speak any deliberate
and intentional lies. Each potentially affected creature is allowed a save to
avoid the effects when the spell is cast or when the creature first enters the
emanation area. Affected creatures are aware of this enchantment. Therefore,
they may avoid answering questions to which they would normally respond with a
lie, or they may be evasive as long as they remain within the boundaries of the
truth. Creatures who leave the area are free to speak
as they choose.