Telekinesis
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.