Beschreibung
XP Cost: 500 XP
Effect: One called marut
Saving Throw: None
Spell Resistance: No
You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder. “Who denies death?” it asks with the voice of an avalanche. By casting this spell, you receive the aid of a marut inevitable ( MM 159). If you know an individual marut’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 marut 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: 500 XP
Effect: One called dragon of 22 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 22 HD.
Effect: One magic-absorbing sphere per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Completing the powerful spell, you bring into being floating spheres of silver, like bubbles of mercury. When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head. These spheres hover around you to provide protection from magical effects. As a standard action, you can shift the spell’s effect (and thus all the spheres) to any other creature within range. You can shift the effect once per round. Each of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject. The spheres do not automatically absorb all spells- the subject can choose whether or not to let them absorb any given spell cast upon it. (This option allows the creature to benefit from helpful spells.) Area spells and spells that do not actually have a target cannot be absorbed. Once a sphere has absorbed a spell or spell-like ability, it simply fades away. Only spells and spell-like abilities of deific power can overcome the protection provided by effulgent epuration.
Target: Your breath weapon
Your breath weapon explodes from your mouth, brilliant but mixed with sharp spikes of living darkness. 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 can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, negative levels have a chance of permanently draining the subject’s level, but the negative levels from enervating breath don’t last long
enough to do so. If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. These temporary hit points last for up to 1 hour.
Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
Your invocation creates a miniature floating eye of faintly glowing blue energy. Spying your enemy from the safety of your magical sensor, you unleash your spell. This spell functions like arcane eye (PH 200), except as noted here. You can cast any spell of 3rd level or lower that has a range other than personal through the eye. Any spell so cast functions as though it had been cast from the eye’s location rather than yours. Casting any spell of higher than 3rd level through the eye not only produces no effect (though the spell is still expended), but it destroys the eye of power and ends the spell. Unlike an arcane eye, an eye of power is visible and corporeal, so it can be destroyed. The eye is a Fine object with AC 18 and 77 hit points. It uses your save bonuses for saving throws.
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
You invoke this spell and heavenly rays lance down from above. Out of these sparkling rays manifest great glowing balls of power. The shadows of greater warriors coalesce within this light. When the spell is complete, 2d4 lantern archons ( MM 16) appear. Ten minutes later, 1d4 hound archons ( MM 17) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. 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) [Good, Lawful]
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
A wave of spectral fire bursts forth, and out of the curling smoke steps the hunched form of a barbazu, followed by a second, and other shadowy forms loom behind them. When the spell is complete, 2d4 bearded devils ( MM 52) appear. Ten minutes later, 1d4 chain devils ( MM 53) appear. Ten minutes after that, one bone devil ( MM 52) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The devils 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 devils. You can dismiss them singly or in groups at any time.
(Summoning) [Evil, Lawful]
XP Cost: 100 XP
Target: You
You set invisible arcane triggers within your mind and body, allowing you to escape great peril in an instant. This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name. When casting instant refuge, you must specify the locale and detail up to six specific conditions that trigger the spell. When any of these situations occurs, you are whisked away to the location. The location can be any place you have visited, even on another plane.
Area: 30-ft.-radius emanation centered on a point in space
Saving Throw: None- see text
Spell Resistance: No
A thick, sparkling cloud of billowing mist rolls into being from the point you indicate. This potent spell conjures a cloud of mist that functions as a solid fog spell (PH 281). In addition, any spells cast within the fog have a –4 penalty to the spellcaster’s caster level, and the save DC of any such spell is reduced by 2. Creatures within the fog, or that enter the fog, must succeed on a Will save or suffer the reduction in caster level and DC even after they leave the fog, for the duration of the spell.
Area: 15-ft.-radius emanation centered on a point in space
Saving Throw: Will partial
Spell Resistance: Yes
At the culmination of casting the spell you open your mouth wide as if to yawn. In imitation, the air cracks and splits, opening into a yawning area of roiling blue-green energy resembling a great mouth. All creatures in the area take 1d6 points of damage per caster level in the round when you cast the spell and each round thereafter at the start of your turn. Those damaged must also make a Will saving throw or be dazed for 1 round. Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed. Creatures with the chaotic subtype are unaffected by this spell.
Effect: 20-ft.-radius avalanche of snow centered on a point in space- see text
Saving Throw: Reflex half or Reflex negates- see text
Spell Resistance: No
You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death. An obedient avalanche spell affects creatures differently, depending on where they are in relation to the avalanche. Within 20 feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels. A successful Reflex save halves the damage. Creatures who fail their saves are also buried (DMG 90). All squares within 20 feet of the center point are covered in heavy snow ( DMG 94), which persists as long as ordinary snow would. A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand. Between 20 feet and 40 feet of the Center Point: Creatures take
half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex negates). Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bullrush check, and it pushes characters away from the center point of the spell. All squares in the 20-foot to 40-foot ring are covered in snow ( DMG 94), which persists as long as ordinary snow would. Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble ( DMG 91) even after the snow melts. Structures struck by an obedient avalanche take 1d6×10 points of damage. An obedient avalanche extinguishes all flames it touches, whether they are normal or magical.
(Creation) [Cold]
Saving Throw: None (object) and Reflex negates- see Perinarch
Spell Resistance: No
The god’s domain was made entirely of water, but your spell creates a bubble of air and a place to stand. This spell functions like perinarch, except that you can cast this spell on any highly morphic or divinely morphic plane ( DMG 148).
Target: One or more corpses within range
Saving Throw: None
Spell Resistance: No
around Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies ( MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under our control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you
animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of un- dead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
As you finish the complicated procedure necessary to cast the spell, your target’s mind opens up to you like a book. You see the target’s memories like stories and know that you can rewrite them as a master bard rewrites the inferior works of his apprentices. You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like.
Memory Erasure: Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the
subject regards as friends.
Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject’s character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.
Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.)
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event. The nature
of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below). Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell.
(Compulsion) [Mind-Affecting]
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point- see text
Saving Throw: Will negates, Reflex negates- see text
Spell Resistance: Yes
A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality. You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Every- thing sucked into the reality maelstrom goes to the same plane. Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw. The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The
secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom. Individuals who succeed on either saving throw can move and attack as normal. A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.
Target or Area: One spellcaster, creature, or object - or 20-ft.-radius burst
Saving Throw: See text
Spell Resistance: No
Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you the spirits of ancient mages as you prepare to absorb the spell energies you have targeted. Your body shakes uncontrollably, as if eagerly anticipating the power behind those spells. This spell functions like dispel magic (PH B223), except that your caster level for your dispel check is a maximum of +20 instead of +10, and (as with greater dispel magic ) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself. When making a targeted dispel, make a spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object. Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell’s effects are redirected to you, continuing as if cast on you by the original caster with no interruption to
or extension of duration. Once you reave the spell, you identify it if you haven’t done so already (see below). If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell’s effect as if you had cast it yourself. You can still attempt to reave a spell you didn’t identify with your Spellcraft check, but doing so can be risky if you don’t know the specifics of the spell’s effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target. If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whatever targets or area you wish (including the original caster, if appropriate). Again, you
must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effect, range, and area you don’t know. If the redirected spell’s correct casting conditions aren’t met (because you guess at an improper target or range, for example), the spell fails. Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.
Effect: One spell or spell-like ability
Saving Throw: See text
Spell Resistance: See text
The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, “Can you do that?” You smile and reply, “I can now.” You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same. A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.
Effect: Matrix that holds three of your spells
This spell functions like lesser spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full. In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting greater spell matrix. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, greater spell matrix immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs.
Effect: 2-ft.-radius sphere
Saving Throw: Fortitude partial- see text
Spell Resistance: Yes
As you successfully complete the intricate gestures and tongue-tying syllables of this spell, you conjure a featureless black sphere of nothingness. Matter that touches the sphere disappears, causing a slight breeze to form that blows endlessly in the direction of the all-consuming blackness. You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially
affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate . If the sphere moves beyond the spell’s range, it winks out.
Aquamarine for Air, Tourmaline for Earth, Garnet for Fire, or Pearl for Water.
Effect: One summoned elemental monolith
Saving Throw: None
Spell Resistance: No
You call into being a gigantic, roughly humanoid creature composed entirely of elemental matter. The creature immediately attacks a nearby enemy. You conjure a tremendously powerful creature known as an elemental monolith ( Complete Arcane 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. A monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in midair). When you use a summoning
spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.
(Summoning) [see text]
Area: One 10-ft. cube
Saving Throw: Reflex half- see text
Spell Resistance: No
As you release the spell’s energy, the targeted area of stone instantly turns to molten lava, and the uncomfortable burning in your chest immediately ceases. You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava. All creatures in the spell’s area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage to anyone caught directly
beneath
(Reflex half). In addition, creatures take 10d6 points of fire damage each round when they are caught in the area of the pool. Although constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures deals 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame. The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more. Magical or enchanted stone is not affected by the spell.
[Earth, Fire]
Area: 180-ft.-radius burst centered on you
Saving Throw: None
Spell Resistance: No
A burst of white energy erupts from your body to destroy spells that contain, constrain, or seal. An unbinding spell negates charm and hold spells of all types- arcane locks and similar closures- and spells that create physical or magical barriers, such as wall of fire, wall of force, guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is also ended, and a magic jar is shattered - forever destroyed – and the life force within snuffed out. In addition, any spell that holds magical effects, including other spells ( magic mouth, imbue with spell ability, and so on), immediately releases them at a range of 0 feet. Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding . Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals). An antimagic field is not
affected, nor does the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled. Curses and geas/quest spells are negated only if you are of a level equal to or greater than that of the original caster. All these effects occur without regard to the caster’s wishes. Spell effects on the person of the caster, or effects or items being carried or worn by the caster, remain undisturbed, but any others within the area are affected, including those of allies. The opening of locks or other closures triggers any alarms or traps attached to them. Any released creature might or might not be friendly to the caster.
Target: You
You invoke the mighty powers of the earth and it rises about you, limning you from below with brilliant green radiance. The power surges within your hands as you are invested with its might, and you bend that might to your own will. You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface. While energized with the awesome power of this spell, you can choose a spell from those listed below once per round and use it as a spell-like ability. Using a spell in this way requires a standard action, even if the spell would normally have a longer casting time (such as move earth ). The spells granted by undermaster are earth lock, earthquake, excavate, flesh to stone, meld into stone, move earth, reverse gravity, soften earth and stone, statue, stone shape, stone tell, stone to flesh, transmute mud to rock, transmute rock to mud, tunnel swallow, wall of stone, and xorn movement.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You unleash the power of this spell and the nugget of platinum vanishes from your palm. Your companions are bathed in a white aura with a silver scale pattern overlaid upon it. All subjects gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th).
XP Cost: 250 XP
Target: All mindless undead within a circle with a radius of 25 ft. + 5 ft./2 levels
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
Whispering secret words to the undead before you, you call forth a glimmer of intelligence in its dead eyes. This spell grants intelligence to mindless undead such as skeletons and zombies. Undead creatures with Intelligence scores are unaffected. A mindless undead gains an Intelligence score of 1d6+4, subject to the limitation that an undead cannot be more intelligent than is typical of a living creature of the same kind. A dog skeleton simply has Intelligence 2 (no roll needed), while an orc skeleton makes the die roll but can’t have more than Intelligence 8. (See MM 290 for information on skills and feats the creature gains.) Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless the DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and wield any simple or martial weapon, and a
warhorse zombie can wear any armor. Undead also regain any extraordinary racial abilities they had in life, such as poison or scent. Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead. Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).
Target: Suit of armor touched
Saving Throw: None
Spell Resistance: No
With a word and the sudden opening of your hand you complete the spell. Touching a suit of armor instantly causes the armor to sprout long, deadly-looking spines. The bristle spell temporarily enhances one suit of armor, causing it to grow long hard spikes that stick out in all directions. This spell does not work on clothing other than armor, but it does function with armor that already has spikes built in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the first time the armor wearer attacks a target in melee, the spikes strike out as well, growing in length and hardness. The spikes have an attack bonus equal to your caster level and deal 2d6 points of damage. Your Strength modifier does not apply to this damage.
Target: You
You let out a quick cry and instantly feel your chest swell with air, as if you had taken a deep breath. strangely, you feel no need to exhale. Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell’s duration expires, you can continue to hold your breath as if you had just gulped down a lungful of air. You can cast this spell with an instant utterance, quickly enough to have yourself from drowning after being suddenly plunged into water.
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
You mutter the ancient words, and your hands glow yellow where they touch the stone. Where you touch, the stone seems as soft as clay. This spell functions like stone shape (PH 284), except that it affects a much larger quantity of stone.