Wail of the Banshee
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.