This spell grants the touched creature the ability to speak and understand the language of any intelligent creature within a 30-foot sphere. The subject can speak only one language at a time, although he or she may be able to understand several languages. This spell does not enable the subject to speak with creatures that do not normally speak. This spell does not guarantee a favorable reaction from any creature addressed. The reverse of this spell, cipher, garbles verbal communication between all creatures in the affected area. It also counters the effects of the tongues spell.
An illusion of a human or humanoid appears holding in its hands whatever is needed to help, limited only by the caster. If the caster is in a pit, the illusion has a knotted rope. If the caster was wounded the illusion has salves that heal two HP. If the caster is fighting for his life, the illusion has a shield and acts as another target to be hit. It cannot create illusory magic items.
Illusory duplicates of the caster pop into being and mimic the caster’s actions, making it difficult for enemies to know which target to attack. The spell creates 1d4+1 images. The images stay near the caster and disappear when struck. The images remain in a cluster or form a line, each within 5 feet of at least one other figment or the caster. Observers can’t use vision or hearing to tell which one is the caster and which the image. Enemies attempting to attack the caster or cast spells at the caster must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack roll against a figment destroys it. A figment’s armor class is equal to the caster’s. An attacker must be able to see the images to be fooled.
This spell creates the illusion of an object, creature or force as visualized by the caster. Its area of effect is a 40 foot cube + 10 cubic feet per level. The spell includes some minor sounds, but not understandable speech. The illusion does not create smell, texture or temperature. The caster’s can move the image within the limits of the spell’s area of effect. The image persists for 2 rounds after the caster’s concentration ceases. Creatures who view the illusion believe it, and can suffer damage from it. The image disappears if the viewer makes a saving throw.
The recipient of this spell (and all of his gear) vanishes from all forms of natural sight, including darkvision, deepvision, and twilight vision. 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, such as a trailing rope. The spell ends if the subject attacks any creature. For purposes of this spell, attacks include any spell that can inflict damage upon or otherwise negatively impact a creature, or any similarly targeted action undertaken with a magical item, such as a wand, ring, or scroll. Note that spells specifically affecting allies but not foes are not attacked for this purpose, even when they include foes in their area.
A rainbow cone springs forth from the caster’s hand, causing nearby creatures to fall asleep. The spell can affect a number of creatures equal to 1d4 plus the caster’s level. The cone is 5 feet wide and 25 feet long. The closest creatures in the cone are affected first. The result of the spell depends upon the HD of the targeted creatures. Creatures of 2 HD or less are struck unconscious for 2d4 rounds, creatures of 3 to 4 HD are blinded for 1d4 rounds, and creatures of 5 HD or greater are stunned for one round. Creatures of the same level or HD as the caster, and all creatures with 5 HD or greater may make a wisdom saving throw to shake off the color spray. Sightless creatures are not affected by color spray.
This spell creates a visual illusion of an object, creature or force, as visualized by the caster in a 40 foot cube, + 10 cubic feet per level. It cannot create sound, smell or tactile illusions. Creatures who view the illusion believe it, and can suffer damage from
illusions. Hit point damage is suffered from damage to the mind/psyche. While concentrating, the caster can move the image within the range. The illusion disappears if an opponent makes the saving throw.
This spell allows the recipient to see any invisible, ethereal or astral beings as if they were normally visible. The dweomer does not allow the caster to recognize illusions nor detect things hidden by means other than invisibility.
The caster gestures and utters a droning incantation which causes nearby creatures to stop and stare blankly at the character. The caster can use this rapt attention to make suggestions and requests seem quite plausible. The spell affects 2d4 HD of creatures in a 25 foot x 25 foot area. Creatures with fewer HD are affected first. Only creatures that can see or hear the character are affected. Hypnosis can succeed regardless of whether or not the target creatures can comprehend the caster’s speech. Hypnotized creatures cannot move or act, though they can be “snapped out of it” if attacked or disturbed in any way. Hypnotized creatures will not remember being entranced. Hypnotism will not succeed in the thick of combat or other dangerous situations. While the subject is hypnotized, the caster can make a suggestion or request. The suggestion must be brief and reasonable...
(Cont pg. 115 Players Handbook)
A thick fog mass forms around the target’s head that moves with the target. Targets affected by the fog cannot see out and attack at a -4 to hit. The target may attempt an intelligence save once per round to negate the fog.
This spell causes an object or surface to radiate darkness out to a 20-foot radius. Not even creatures that can normally see in the dark can see in an area shrouded in magical darkness. Normal lights do not work, nor do light spells of a lower spell level. The reverse of this spell is called daylight. Daylight causes an object or surface to shed light as bright as full daylight in a 60 foot radius. Creatures that suffer penalties in bright light suffer them while exposed to this magical light. Darkness and daylight cancel each other out, leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells are not affected by darkness, and the reverse is true for daylight. If either spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed
Depending on the version selected during casting, the caster creates up to four lights that resemble lanterns or torches (and provide the same 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 20 feet of each other, but otherwise move as the caster desires (noconcentration required): forward or back, up or down, straight or turning corners, etc. The lights can move up to 100 feet per round. A light winks out if its distance from the caster exceeds the spell’s range. A creature that interacts with a dancing light gets a wisdom saving throw to recognize it is an illusion.
By means of this spell, the caster can detect the presence of illusions in the direction the caster is facing, along a path 50 feet long and 10 feet wide. Unlike detect magic, this spell may be cast on another creature by touch. The caster must spend one round concentrating along the path to detect any illusion, although the caster may both cast the spell and begin detecting in the same round that the spell is cast. The strength of the illusion detected will be revealed as lingering, faint, moderate, strong or overwhelming. 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. Illusory areas, multiple types of illusion or strong illusory emanations may confuse or conceal weaker auras, although the Castle Keeper may allow the caster to spend additional rounds concentrating to decipher the confusion or reveal auras. The Castle Keeper may require an intelligence check to do so.
This minor charm makes one medium-size or smaller
humanoid regard the caster as a trusted friend and ally. It lasts for three rounds (during which time another spell is often cast to gain better advantage of the charm’s effect). If the target is being hreatened or attacked by the caster or the caster’s
allies at the time of casting, the target receives a +5 bonus to its saving throw. The spell does not enable the caster to control the charmed creature as if it were an automaton, but the subject perceives
the caster’s words and actions in the most favorable way. The caster can try to give the subject orders, but must succeed at a charisma check to convince it to do anything it wouldn’t ordinarily do. Any act by the caster or the caster’s apparent allies that threatens the influenced creature breaks the spell.
Note also that the caster must speak the creature’s language to communicate or give commands.
The caster makes an item’s aura appear magical, and thus register to detection spells (and similar spells). Identify or a similar detection reveals the aura as false. The spell can affect 5 pounds per level of the caster.
The rudimentary prestidigitation spell is a building block for arcane study, and enables the caster to perform a variety of simple magical effects. This spell can clean, soil, or alter the color of items in a 1-foot cube. It can chill, warm or flavor 1 pound of non living material. It can move up to 1 pound of matter. It can create effects like a puff of smoke, very minor illusions, sound effects or temporary change in color. This spell can never inflict damage or disrupt the casting of other spellcasters. Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning or soiling it) persists for only 1 hour.