Beschreibung
XP Cost: 250 XP
Effect: One called kolyarut
Saving Throw: None
Spell Resistance: No
As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. “Who is to be punished?” it asks in the flat voice of a clock mechanism. By casting this spell, you receive the aid of a kolyarut inevitable ( MM 159). If you know an individual kolyarut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway). You can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.
(Calling) [Lawful]
XP Cost: 250 XP
Effect: One called dragon of 18 HD or less
Saving Throw: None
Spell Resistance: No
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.
Target: You
Drawing upon the power of the elemental planes, your transform your body in a flash of light. You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance. You gain the following abilities by this spell:
* You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water-dominant planes.
* You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet.
*Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose. In addition, you gain the following exceptional abilities according to the element chosen:
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a –1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level). The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.
Target: Creature or object touched
Saving Throw: See text
Spell Resistance: Yes
Crackling emerald flames wreathe your hand as you finish the spell, lighting the area around you in a green glow. One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. With a standard action, you can make a melee touch attack that deals 3d6 points of fire damage +1 point per caster level (maximum +20). The creature you touch is engulfed by the fiercely hot aura of flame. Each round at the beginning of its turn, the creature is allowed a Fortitude save to prevent further damage, but on a failed save the creature is still engulfed in the flaming aura and again takes 3d6 points of fire damage +1 point per caster level (maximum +20). An engulfed creature that fails its Fortitude save can use a full-round action to attempt a DC 15 Reflex save, which extinguishes the flames and ends the spell. You can use this spell to attack an object. Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.
Effect: Ray
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. This spell functions like enervation (PH 226), except the creature struck gains negative levels over an extended period. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as its life force slowly bleeds away. The drain can be stopped only by a successful DC 23 Heal check or the application of a heal, restoration, or greater restoration spell. Each round after the first, on your turn, the affected creature can attempt a Fortitude saving throw to end the effect. If you strike an undead creature, that creature gains 4d4×5 temporary hit points that last for up to 1 hour.
XP Cost: 250 XP
Area: 40-ft.-radius spread
Saving Throw: None
Spell Resistance: Yes
You hold the eye in your palm, sprinkle it with blood and diamonds, and speak the words. Slowly it rises from your hand, emitting a soft beam that illuminates the chosen area. Then it disappears, and you place the spell within the magic trap. You create a lingering zone of transfor- mative magic that absorbs magic energy from magic items or spellcasting and uses it to power another spell tied to that location. For example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic. The field absorbs the magic of spells cast, spell-like or supernatural abilities that are activated, and magic items used within its dimensions. Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used. Supernatural abilities that emulate spells provide energy equal to the spell level of the effect. Supernatural
abilities that do not emulate spells provide energy equal to the HD of the creature using the ability. For example, a cast fireball spell or a charge from a wand of fireball would add three spell levels to the field’s store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine. Items that don’t have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide two spell levels every time it was activated because of its levitate prerequisite). Effects that are absorbed give no indication of where the magic went- they simply vanish. The field absorbs only magic that is actually used within its area. Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace , are often visibly reduced, but do not have their actual effects hindered. For example, a continual flame would dim slightly, but its overall magic would not
be affected. An energy transformation field has a single spell linked to it. When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field designated by you at the time of the casting of the field. This expends those absorbed spell levels (although unused levels remain until they are used or expire). The cast spell functions as if cast by you in terms of duration and all level-based spell effects. Absorbed spell levels fade at a rate of one per day if not used. The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired. If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field’s concentration is interrupted only by its complete destruction). Spells that require a target will target the living creature nearest to the field. Typical spells linked to an energy transformation field are blindness/deafness, fireball ,
suggestion , summon monster , or wall of force. Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can if the focus object is present within the field (typically sealed into a wall or in a secret compartment). Only Mordenkainen’s disjunction , limited wish , wish , or similar spells can destroy the energy transformation field. Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell. If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.
Target: Living creatures
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell and your eyes begin to tingle, brimming with dark energy. You shoot a glance at your rival, and she freezes in her tracks from your malignant glare. Immediately upon completion of the casting of this spell, you target a living creature within range with your glare - that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze). Once per round after that for the duration of the spell, you can target another creature with your glare as a standard action. You can’t target the same creature twice with a single casting of the spell, regardless of the outcome of its saves.
[Evil, Fear, Mind-Affecting]
Target: One creature or 4 cubic ft. of material
Saving Throw: Fortitude negates
Spell Resistance: Yes
The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass. You transform the target into glass. You can cast either of these two versions: Glass Creature : As flesh to stone (PH 232), but the subject becomes glass. Glass Object: An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness. Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.
Target: One creature/level
Saving Throw: Will negates
Spell Resistance: No
From your hiding place, you whisper the spell softly, your words taking on a sonorous drone. One by one, your foes drop to ground, asleep. The targets of this spell fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding the subjects awakens them, but normal noise does not. Awakening a creature is a standard action.
(Compulsion) [Mind-Affecting]
Effect: 10-ft. ice claw
Saving Throw: None
Spell Resistance: Yes
You finish this evocation and a great white claw appears before you, cold air wafting off its crystalline surface. This spell creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Int modifier or Cha modifier (for wizards and sorcerers, respectively) + 7 for the claw’s Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage. The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one. The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or
prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulner- ability to fire.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser ironguard, except that the subject you touch is immune to magic metal as well.
Target: You
Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.
* enervation, as a melee touch attack
* vampiric touch, as a melee touch attack
* charm person
* gaseous form (self only)
While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects.
A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster ) for 10 rounds.
Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No-see text
You cast the spell and sprinkle silver dust around you. Where it lands the dust sparkles and evaporates, and the elemental region around you calms and becomes more hospitable. This spell creates an area around the subject creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the creature mimic its home plane’s normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light or fire spells.
The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures
Target: Creature touched, or up to eight willing creatures joining hands
Saving Throw: Will negates
Spell Resistance: Yes
You and the others link hands, and you concentrate on the forked copper rod. You rap the fork against your thigh and speak the words of the spell. You know where you’re going, and as the landscape around you fades, a new plane takes shape around you. This spell functions like plane shift (PHB 262), except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).
(Teleportation)
Effect: Magical eye
Saving Throw: See text
Spell Resistance: Yes
With a popping sound, a moist, apple-sized eye with a rainbow-hued iris appears and sends a beam of colored light at the foe you designate. You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell ( PH 264). You can move the eye up to your speed as a move action, but it cannot go beyond the spell’s range. Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round. You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus. A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19. After a particular color of ray has been used, it is no longer available to the eye, and die rolls that indicate the same color are rerolled. Once all seven rays have been fired, the eye remains
until the spell’s duration expires. You can still move it, but it can fire no more rays. The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws.
Area: 20-ft.- radius burst
Saving Throw: Will partial
Spell Resistance: Yes
With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area. This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead. Sightless creatures are unaffected by this spell.
Target: One living creature
Saving Throw: Will partial
Spell Resistance: Yes
You jab the stick into your side and twist it, causing yourself some discomfort but creating a killing pain in the target. This spell functions like rebuke, except that the target dies instantly if it fails its saving throw. A creature that survives this effect is dazed for 1 round.
(Compulsion) [Fear, Mind-Affecting]
Area: 1-mile radius + 1 mile/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As if a massive cloth were sweeping it away, the path before you becomes hidden in shadows and false underbrush. At the same moment, a new path appears from the point you designate, wandering off in a different direction. This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell. It continues in the direction you indicate, to the limit of the spell’s area, where it ends abruptly. The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Those who fail their Will saves struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Will saves see both paths, but the illusory path is shadowy and obviously unreal.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Pangs of loneliness grip your heart as you complete the spell. Upon choosing your target, the feeling subsides even as a ghostly pale yellow mist swirls around your target for a moment. You manipulate the senses of one creature so that it perceives itself to be the only real creature in all of existence and everything around it to be merely an illusion. If the target fails its save, it is convinced of the unreality of every situation it might encounter. It takes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The subject becomes effectively helpless and takes no steps to defend itself from any threat, since it considers any hostile action merely another illusion.
(Phantasm) [Mind-Affecting]
Effect: Matrix that holds two of your Spells
This spell functions like lesser spell matrix , except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full. In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix.
Effect: Ray
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward. You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that have immunity to electricity are not affected by this spell.
(Creation) [Electricity]
Target: Ship touched
Saving Throw: None
Spell Resistance: No
Holding forth a miniature rudder, you touch the target ship. Immediately you feel connected to it, knowing the intricate details of its construction. You sense an invisible aura surrounding the ship and permeating its every space. Although it seems to be riding lower in the water than its weight would suggest, you instinctively know that you can control its every movement. You grant the ship touched a swim speed of 60 feet and the ability to move beneath the surface of the water. You can control the ship’s speed and direction as a free action. All interior spaces of the ship remain dry even if a doorway or porthole is open while the ship is underwater. Any creature aboard the ship when the spell is cast can move about the ship with ease (including climbing and jumping) as if it were afloat on a calm sea. Such creatures can breathe water for the duration of the spell as long as they remain within 10 feet of the ship. External forces, such as a storm or an angry dragon, can still jostle the
ship and cause it to shake and possibly knock passengers and objects from it, but nothing falls from the ship as a result of your direction of its movement. You can transfer control of the ship to another individual by giving that individual the miniature rudder you used as a focus to cast the spell. If the focus is ever lost or becomes unattended, the spell’s duration expires. Once the spell ends (either because the duration expired, the focus was lost or became unattended, or the magic was successfully dispelled), the magic lingers for 1 additional round per caster level. During this time, the ship ascends toward the water’s surface at a rate of 60 feet per round. If the ship is still underwater when this additional time runs out, it immediately sinks, and its passengers risk drowning.
Effect: Black blade of negative energy You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon as it forms, the black blade attacks. This spell functions like sword of deception see below), except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.
Target: One of your spells You cast this spell, and you picture a forge in your mind. You think of the forge as you cast your next spell, but that spell does not manifest. Instead, your hands glow with a golden curative radiance. You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.
Area: 10-ft.-radius emanation centered on a point in space
Saving Throw: Will negates- see text
Spell Resistance: Yes
With a declaration, you finish your casting. Immediately, beings in the affected area cease moving, standing as still as statues. This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect. As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving
throw or become
transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect. An affected creature that is attacked gains a new saving throw to break free of the enchantment.
(Compulsion) [Mind-Affecting]
Effect: Ray
Saving Throw: Fortitude partial and Reflex negates- see text
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell. The avascular mass instantaneously erupts from the subject and must be anchored to at least two opposed points - such as floor and ceiling or opposite walls - or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who
attempts to cast a spell must make a DC 25 Concentration heck or lose the spell. Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels 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 avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover. The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue.
Effect: Ray
Saving Throw: Fortitude partial and Reflex negates- see text
Spell Resistance: Yes
With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead. In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed
itself. Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects.
Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a word, the indicated weapon glows with a soft blue-white halo that emits a low, slowly pulsating hum. The faint smell of ozone permeates the air. You transform a single melee weapon, natural weap on, thrown weapon, or group of projectiles into a weapon with the brilliant energy special ability ( DMG 224). If this spell is cast on arrows or crossbow bolts, the effect 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.
Target: Weapons carried by one creature/2 levels, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Taking fresh insight from contemplation of light, you cast the spell and set your allies aglow with white brilliance. This spell functions like brilliant blade (see there ), except as noted here, and that all weapons of the subject creatures gain the brilliant energy special ability.
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
Saving Throw: None
Spell Resistance: No
You toss the bit of earth against the wall and it glitters and burns as it strikes the stone. The rock vaporizes where it hits and a passage opens before you, burrowing into the wall. As with passwall (PH 259), this spell allows you to create a passage through wooden, plaster, or stone walls, but not through metal or harder materials. If a wall’s thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions. Several excavate spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike passwall , excavate is an instantaneous effect that does not end and cannot be dispelled - any passage it creates is permanent.
Target: One creature/level, no two of which are more than 60 ft. apart
Saving Throw: Reflex partial
Spell Resistance: Yes
Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips. Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6)- half of this damage is cold damage, and half is slashing. In addition, each target’s speed is reduced by 20 feet for 1 round per caster level. Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected.
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
Green-white fog rises from the ground as you intone this spell, and great feline shadows take shape within the misty cloud. The first of a pride of golden-pelted lions with silver eyes emerges from the fog. When the spell is complete, 2d4 celestial lions (MM 274) appear. Ten minutes later, 1d4 celestial dire lions (MM 63) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. A celestial lion called by this spell has damage reduction 5/magic- resistance to acid 5, cold 5, and electricity 5- spell resistance 9- and a smite evil attack that provides a +5 bonus on one damage roll. A celestial dire lion called by this spell has damage reduction 5/magic- resistance to acid 10, cold 10, and electricity 10- spell resistance 13- and a smite evil attack that provides a +8 bonus on one damage roll. The creatures 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 creatures.
You can dismiss them singly or in groups at any time.
(Summoning) [Chaotic, Good]
Target: One corporeal creature
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion. When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell. Flensing has no effect on creatures in gaseous form.
Target: You
Laughing at death, you assume a ghostly form in which you can pass through walls. You assume a visible, incorporeal form like that of a manifesting ghost. You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics. You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion ) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor ) work normally against you. Nonmagical
attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells). Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corpo-real as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items you possess work normally with respect to their effects on you or on another target. As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus). You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass
entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect. You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform. You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and
blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction and can move at full speed even when you cannot see.
XP Cost: 500 XP
Target: You
You feel a hard shove from within your chest as you finally complete the complicated phrases and intricate motions of this taxing spell. Sweat beads on your forehead and your breath comes shallow and fast. The rhythmic rush of sound in your ears that usually accompanies such heavy physical exertion is disquietingly absent. You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the nature of your body. Your living heart can be stored or hidden anywhere you like, where it continues to beat for the duration of the spell. While under the effect of heart of stone, you gain damage reduction 5/ - and resistance to cold 5, fire 5, and electricity 5, but are subject to the following disadvantages. Your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest). In addition, your own living heart is susceptible to attack- if it is damaged or destroyed, you are instantly slain. Heart of stone can be dispelled, in
which case your living heart instantly returns to its proper place while the stone heart is transported to the place where you left your heart. Your heart and the stone heart like-wise switch places if you enter an antimagic field (temporarily negating the spell’s effects), but the spell resumes when you leave it. Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist.
Target: You or a creature or object weighing no more than 100 lb./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
As you complete the spell, your senses dull somewhat. Upon releasing the spell’s energy on your desired subject, your senses clear, although the spell’s recipient can no longer be perceived. This powerful glamer functions like invisibility (PH 245), except that it masks image, scent, and sound alike, concealing the subject from all senses except touch. As with greater invisibility, this spell doesn’t end if the subject attacks. While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight. Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibil- ity purge, and dust of appearance, although creatures under the effect of the spell can be detected by true seeing. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.
Effect: Ring of electricity
Saving Throw: See text
Spell Resistance: Yes
Your body quakes as a ring of crackling electricity explodes from your chest to whirl about you.
The ring of electricity moves with you and does not interfere with your spellcasting or attacks, or with others attacking you. As long as the lightning ring is in effect, you gain resistance to electricity 20. At the beginning of your turn each round, adjacent creatures take 10d6 points of electricity damage, or half that with a successful Reflex save. In addition, each round as a free action at the beginning of your turn, you can direct two lightning bolts that deal 5d6 points of electricity damage each, exactly as the lightning bolt spell (caster level 5th), in any directions you choose. Each bolt can be aimed separately. A creature struck by one of these bolts can make a Reflex save for half damage. The DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.
Target: One creature/level
Saving Throw: Will negates
Spell Resistance: Yes
As you mutter this spell, your words burrow into your foes’ minds like hungry maggots, spawning dark and disturbing thoughts. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws. Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria affects subjects as though they were nauseated- they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a subject can take is a single move action per turn. Panic: The subjects become panicked. If cornered, a panicked creature cowers. Violent Hallucinations : The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight. Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.
Effect: One invisible, mindless, shapeless thief
Saving Throw: None
Spell Resistance: No
As you invoke this spell, the spool begins to spin, the thread vanishing as it unravels. There is a wrinkle of force that flashes briefly- then it evaporates, leaving only the promise of power behind. An invisible force, not unlike the product of an unseen servant spell ( PH 297), comes into being where you wish. On your turn, this force steals objects from others as you inaudibly direct it (a free action). A phantasmal thief can steal an object from a creature or can pick up an unattended object, as long as the object weighs no more than 1 pound per caster level. It cannot break into locked chests. A phantasmal thief has a Hide modifier (useful against those who can see invisible creatures) and a Move Silently modifier both equal to your caster level. If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. It can steal objects, bring objects to you, or put them back where they came from. It can
take no other actions. A phantasmal thief needs 1 round to steal an object and another round to bring it to you. A phantasmal thief can hold only one object at a time, and the object becomes invisible in its grasp. A thief cannot take an item if it is detected by the creature it’s trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round. It cannot be harmed in any way, although it can be dispelled. A phantasmal thief can steal an object from a creature’s hand by making a successful disarm attempt. It does so with a bonus on the disarm check equal to your caster level. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to you.
Target: One or more fingerbones
Saving Throw: None
Spell Resistance: No
Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones. You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons ( MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control ( 4 HD per caster level, as with animate dead ).
XP Cost: 250 XP
Effect: 5-ft.-radius magical wheel
Saving Throw: None
Spell Resistance: Yes -see text
You speak a word of abjuration and thrust aloft the bone disk and silver wheel, held together by a single tear. The disk and wheel begin to spin, then vanish, but you feel the power of the mystic engine created nearby. Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. Preparing spells within the light provided by a spell engine takes only half as long as normal.
Target: Your breath weapon This spell functions like stunning breath , except that creatures that fail their Fortitude saves are stunned for 2d4 rounds.
Target: You
Upon completion of the spell, you exhale your last breath and accept a brief embrace from death. You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, non-lethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep. Like an undead creature, you are damaged by cure spells and healed by inflict spells. You don’t actually gain the undead type from casting this spell.
You cast the spell and a translucent wall springs up, its shimmering field pulsing with strong, malignant shades that spin and twist into each other. This spell functions like wall of dispel magic (see above), except that the effect is that of greater dispel magic (PH 223).
Target: One living creature
Saving Throw: See text
Spell Resistance: Yes
You brandish the whip, and your target begins to shake uncontrollably, then colllapses on the ground, its spasms eventually fading as it dies. This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
(Compulsion) [Mind-Affecting]
Target: You
As you complete the spell’s intricate gestures, you detect a slight buzz at the edge of your hearing. Your body feels warmer, and a feeling of security fills you.Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spelllevel. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected. For example, you have three spell levels of absorption remaining and are struck by dominate person cast as a 5th-level spell. Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows
you still applies. Like-wise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
You complete the spell and a hot fog rises from the ground, coiling round you. Stepping out of the billowing steam comes a handful of squat, blubbery demons. Other, greater silhouettes loom behind them, answering your call. This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you. When the spell is complete, 2d4 dretches ( MM 42) appear. Ten minutes later, 1d4 babau demons ( MM 40) appear. Ten minutes after that, one vrock demon (MM 48) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The demons 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 demons. You can dismiss them singly or in groups at any time.
(Summoning) [Chaotic, Evil]
XP Cost: 5,000 XP
Target: One construct
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)
Tendrils of writhing light cover your hand and the brain it holds. The light disperses into the construct you touch, enveloping it in a soft white corona for several seconds before the creature’s body absorbs the radiance. This spell awakens a humanoid-shaped construct to humanlike sentience. An awakened construct’s Intelligence, Wisdom, and Charisma scores are all 3d6. The spell does not work on constructs that are constructs only temporarily (such as objects affected by an animate objects spell). The awakened creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker. (See MM 290 for information on skills and feats the creature gains.)
Effect: Sword-shaped planar rift
Saving Throw: None
Spell Resistance: Yes
1 round/level As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively). Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect. The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade
exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action. A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
Target: Your breath weapon
You spit out two forms of energy as your breath weapon streaks toward your opponents. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, fire, or sonic. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a great wyrm red dragon whose breath weapon normally deals 24d10 points of fire damage could use this spell to produce a cone dealing 24d10 points of fire damage and 24d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. If you choose sonic energy, the save DC of your breath weapon is reduced by 2. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.